TEXT: 1
  GURPSLITE
  An Introduction to Roleplaying
  From STEVE JACKSON GAMES
  ®GURPSLITE
  What is GURPS?
  GURPS stands for “Generic Universal RolePlaying
  System,” the RPG that these rules are condensed
  from. Why is it called that? Well . . .
  “Generic.” GURPS starts with simple rules, and
  builds up to as much optional detail as you like. This
  abridged version presents the “core rules” that most
  GMs start with. 
  “Universal.” The basic rule system is designed to
  emphasize realism. Therefore, it can fit any situation
  – fantasy or historical, past, present, or future. 
  “RolePlaying.” This is not just a “hack-and-slash”
  game. The rules are written to make true roleplaying
  possible – and to encourage it. GURPS is a game in
  which you take on the persona of another character –
  and pretend, for a little while, to be that character.
  “System.” Over 160 different books have been
  published for GURPS, in eight different languages (so
  far). It is one of the recognized standards for role-
  playing, worldwide.
  About GURPS Lite
  This is the boiled-down “essence” of GURPS: all
  the fundamental rules, but not the options and
  embellishments that often confuse new players. Once
  you’re comfortable with these rules, you can pick up
  the GURPS Basic Set and jump right into the action.
  Experienced Game Masters will, we hope, find this a
  valuable tool for introducing new players to the game.
  Materials Needed for Play
  To play, you will need these rules, three six-sided
  dice, pencils, and scratch paper.
  GURPS LITE is copyright © 1998, 1999, 2000, 2001, 2003 by Steve Jackson Games Incorporated. It is intended for free distribution. You are encouraged to copy and share these 32 pages 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, except that retailers, distributors or conventions may add “Courtesy of (name)” at the top of this page.
  You absolutely may not incorporate this game, or parts of it, into another product for distribution in any way.
  GURPS 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 web site at www.sjgames.com. You may also write to us at PO Box 18957, Austin, TX 78760.
  GURPS is a roleplaying game
  (RPG). A roleplaying game is one in
  which a referee (the Game Master)
  guides several players through an
  “adventure” in which they play the
  parts of fictional characters.
  Like any hobby, gaming has its
  own unique language. To help you
  understand the concepts and terms
  used in this game (and other RPGs),
  we’ll start with a few definitions:
  Roleplaying Game (RPG): A
  game in which the players take on
  the personalities of imaginary indi-
  viduals, or characters, in a fictional
  or historical game world, and try to
  act as those characters would.
  Game Master (GM): The referee,
  who chooses the adventure, talks
  the players through it, and judges
  the results.
  Character: Any being (person,
  animal, whatever) played by the GM
  or a player in a RPG.
  Non-player Character (NPC):
  Any character played by the GM. The
  GM may control many characters,
  major and minor.
  Player Character (PC): Any char-
  acter played by one of the players.
  Typically, each player controls a sin-
  gle character.
  Stats, or statistics: Numbers rat-
  ing a character’s abilities, used to
  determine what each one can and
  cannot do. See p. 3.
  Party: A group of PCs taking part
  in the adventure. 
  Game World: A background for
  play; the setting for an adventure. A
  GM’s own fantasy creation or a pub-
  lished setting created specifically for
  gaming are both examples.
  Adventure: The basic “unit” of
  play in a RPG, sometimes called a
  “scenario.” A RPG is never over until
  the players want to end it, but a sin-
  gle adventure will have a beginning
  and an end. It may last through sev-
  eral sessions of play, or be done in a
  single evening.
  Encounter: One “scene” of an
  adventure. A meeting between the
  player characters and one or more
  NPCs.
  Campaign: A continuing series of
  adventures. A campaign will usually
  have a continuing cast of player
  characters, and the same Game
  Master (or team of GMs). A cam-
  paign may move from one game
  world to another, with a logical rea-
  son.
  Race: The species to which you
  belong. Nonhuman characters
  (elves, dwarves, halflings, and
  Martians, for example) are common
  in RPGs.
  JUNE 2003 EDITION 
  CONTENTS
  THE BASICS. . . . . . . . . . . . . . . . . . . . . . . . 2
  Success Rolls. . . . . . . . . . . . . . . . . . . 2
  Reaction Rolls. . . . . . . . . . . . . . . . . . 3
  Damage Rolls . . . . . . . . . . . . . . . . . . 3
  CHARACTERS . . . . . . . . . . . . . . . . . . . . . . . 3
  Character Points . . . . . . . . . . . . . . . . 3
  Attributes. . . . . . . . . . . . . . . . . . . . . . 3
  Sample Character Sheet. . . . . . . . . . 4
  Image and Looks. . . . . . . . . . . . . . . . 5
  Social Standing . . . . . . . . . . . . . . . . . 6
  Wealth. . . . . . . . . . . . . . . . . . . . . . . . 7
  Blank Character Sheet . . . . . . . . . . . 7
  Friends and Foes. . . . . . . . . . . . . . . . 8
  Advantages . . . . . . . . . . . . . . . . . . . . 9
  Disadvantages . . . . . . . . . . . . . . . . . 11
  Quirks. . . . . . . . . . . . . . . . . . . . . . . 13
  Skills. . . . . . . . . . . . . . . . . . . . . . . . 13
  Equipment. . . . . . . . . . . . . . . . . . . . 17
  Weapon Tables. . . . . . . . . . . . . . . . 19
  Character Improvement. . . . . . . . . . 21
  Nonhumans. . . . . . . . . . . . . . . . . . . 21
  Beasts . . . . . . . . . . . . . . . . . . . . . . . 22
  PLAYING THE GAME . . . . . . . . . . . . . . . . . 22
  Physical Feats . . . . . . . . . . . . . . . . . 22
  Mental Feats . . . . . . . . . . . . . . . . . . 24
  Combat . . . . . . . . . . . . . . . . . . . . . . 24
  Injury, Illness and Fatigue . . . . . . . . 28
  MAGIC . . . . . . . . . . . . . . . . . . . . . . . . . . 30
  GAME WORLDS . . . . . . . . . . . . . . . . . . . . 31
  JOBS. . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
  TECH LEVELS. . . . . . . . . . . . . . . . . . . . . . 32
  TRAVEL BETWEEN GAME WORLDS . . . . . . . 32
  GAME TIME. . . . . . . . . . . . . . . . . . . . . . . 32
  GLOSSARY
  SJG6094
  GURPS rules • STEVE JACKSON 
  GURPS Lite abridged rules • SEAN PUNCH
  Editing • STEVE JACKSON and 
  the GURPS BRAIN TRUST 
  Illustration • DAN SMITH
  Graphic Design • JACK ELMY
  
  2
  GURPSLITE
  BASICS
  GURPS uses six-sided dice only. To figure combat damage (and several
  other things), the “dice+adds” system is used. If a weapon does “4d+2”
  damage, this is shorthand for “roll 4 dice and add 2 to the total.” Likewise,
  3d-3 means “roll 3 dice and subtract 3 from the total.” If you see just “2d,”
  that means “roll two dice.” For really huge numbers, dice can be multi-
  plied. “2d×10” would mean “roll 2 dice and multiply by 10.”
  SUCCESS ROLLS
  GURPS Lite has only three basic “game
  mechanics”: success rolls, reaction rolls, and
  damage rolls.
  A “success roll” is a die roll made when you
  need to “test” one of your skills or abilities.
  Sometimes you roll; sometimes the GM rolls for
  you. For instance, you might test, or roll against,
  your Strength to stop a heavy door from closing. 
  Roll 3 dice and add them together for a success
  roll. If your roll is less than or equal to the skill
  or ability you are testing, you succeeded.
  Otherwise, you failed. For example, if you are
  rolling against Strength, and your ST level is 12, a
  roll of 12 or less succeeds.
  Thus, the higher the stat you are rolling against, the easier it is to make
  the roll.
  When the GM Rolls
  Normally, the player rolls dice for his own character. There are two
  exceptions:
  First, in a situation in which the character shouldn’t be able to tell
  whether he has succeeded – especially when he is trying to get information
  – the GM rolls in secret. If the roll succeeds, the GM gives the player true
  information. If the roll fails, the GM lies or gives no information at all.
  Second, in a situation in which the player simply shouldn’t know what’s
  going on. This includes most “sense” rolls (see p. 24). The GM should sim-
  ply roll in secret and inform the player of any consequences that his charac-
  ter would be aware of. 
  Modifiers and Effective Skill
  Sometimes you will have modifiers (bonuses or penalties) to a roll. For
  instance, if you were trying to stop a very heavy door from closing, you
  might have to roll against Strength at a penalty of -2 (or 
  ST-2, for short) because the door is heavy. In that case, with a Strength of
  12, you would need to roll a 10 or less to succeed.
  Likewise, for an especially easy task, you would get a bonus to your
  attempt. You might roll “Animal Handling+4” to make friends with a very
  friendly dog. If your skill were 12, a roll of 16 or less would succeed.
  Your effective skill for a given task is your basic skill (your actual level
  in that skill) plus or minus any appropriate modifiers. In the example
  above, your basic skill is 12 but your effective skill is 16. You may not
  attempt to roll if your effective skill is less than 3, unless you are attempting
  a defense roll (see p. 25).
  Critical Success and Failure
  A critical success is an especially good result on a skill roll; a critical
  hit is a critical success scored on an attack (see p. 25). You score a critical
  success as follows: 
  A roll of 3 or 4 is always a critical success.
  A roll of 5 is a critical success if your effective skill is 15+.
  A roll of 6 is a critical success if your effective skill is 16+.
  The GM determines what happens when you roll a critical success. This
  is always something good; the better the roll, the better “bonus” he gives
  you.
  A critical failure is an especially bad result on a skill roll. You score a
  critical failure as follows: 
  A roll of 18 is always a critical failure.
  A roll of 17 is an ordinary failure if your effective skill is 16 or better, and
  a critical failure if your effective skill is under 16.
  Any roll of 10 greater than your effective skill is a critical failure. That is,
  16 on a skill of 6, 15 on a skill of 5, and so on.
  The GM determines what happens when you roll a critical failure. It’s
  always something bad; the worse the roll, the worse the result.
  Automatic Success
  Some things are totally trivial. No roll is required when common sense
  says that both failure and critical success are impossible. However, if there
  is any chance of failure, a roll is required. Finding your corner store
  requires no roll. Hitting a target at point-blank range, even for an experi-
  enced warrior, does, since his weapon might break or he might slip on an
  unexpected banana peel.
  Repeated Attempts on Success Rolls
  Sometimes you have only one chance to do something; other times you
  can try over and over until you succeed. Sometimes you will not know
  whether you succeeded or failed until it’s too late to try again. Finally, there
  will be times when you are injured by failure but can afford to fail a few
  times. The GM can use common sense to distinguish among these, accord-
  ing to the situation in which the players find themselves. As a rule:
  (a) If the first failure kills them (or destroys the object of the attempt),
  that’s that.
  (b) If a failure causes damage of some kind, assess the damage and let
  them try again after a “reasonable” time passes. 
  (c) If a failure causes no damage, let them try again after a reasonable
  time, at a -1 penalty for each attempt after the first.
  Contests of Skill
  Sometimes two characters will need to compare their relative skills to
  settle a battle or competition. A Contest of Skill is a quick way to resolve a
  competitive situation without playing it out in detail. 
  When a Contest of Skill is called for, both characters make their success
  rolls in the appropriate skill. Any appropriate modifiers are used.
  There are two types of contest:
  A quick contest is usually over in a second; e.g., two people grabbing
  for the same weapon. Each character makes his skill roll. If one succeeds
  and the other fails, the winner is obvious. If both succeed (or fail) the win-
  ner is the one who succeeded by the most, or failed by the least. A tie means
  nobody won. 
  A regular contest may take some time; e.g., arm wrestling. Each charac-
  ter tries his skill roll. If one succeeds and the other fails, the winner is obvi-
  ous. If both succeed or both fail, the characters’ relative positions are
  unchanged and they may try again.
  The time each attempt takes will depend on the activity, and is up to the
  GM to determine. In a combat situation, each attempt takes one second. In
  a library-research contest, with the fate of the world hanging on who finds a
  certain obscure reference first, each attempt could represent days of time. 
  If both characters have a very high skill, the contest could go on indefi-
  nitely. Therefore, shorten it as follows: If both skills are over 14, reduce the
  higher one to 14, and subtract the same amount from the lower one.
  Eventually, one character will make his roll and the other one will miss.
  At this point, the one who made his roll is the winner of the contest.
  
  REACTION ROLLS
  A “reaction roll” is a roll made by the GM to determine how his NPCs
  react to the PCs. This roll is always optional; the GM may predetermine
  reactions. But (at least some of the time) it’s more fun to let the dice con-
  trol the reactions. 
  To check reactions, the GM rolls 3 dice and consults the Reaction Table
  (below). The higher his roll, the better the NPCs will react, and the better
  treatment they will give the PCs. 
  Reaction rolls are typically made in potential combat situations, during
  commercial transactions, in response to requests for aid or information,
  and to determine the attitude and loyalty of NPC hirelings.
  Reaction Modifiers
  A reaction bonus is a factor which makes the NPCs more friendly; a
  reaction penalty is something that will make them less friendly. There are
  several types of reaction modifiers: 
  First, many PCs will have personal modifiers for appearance, social
  standing, etc., that add to (or subtract from) reaction rolls.
  Occasionally, the situation can also result in a reaction modifier.
  Offering someone a bad business deal, or trying to convince someone not to
  attack you when you’re badly outnumbered, might give you a penalty.
  Offering a good deal, or dealing with an old and trusted hireling, could give
  a bonus. This is left up to the GM.
  Finally, appropriate behavior by the players should always influence
  reaction rolls. A good approach should be worth a +1 modifier – or more!
  – while a wholly inappropriate approach might give a -1
  or -2 penalty on the reaction roll. 
  Reaction Table
  Roll 3 dice and apply any reaction modifiers. 
  0 or less: Disastrous. The NPC hates the
  characters and will act in their worst interest.
  Nothing is out of the question: assault, betrayal, public
  ridicule, or ignoring a life-or-death plea are all possible.
  1 to 3: Very Bad. The NPC dislikes the characters and will act against
  them if it’s convenient to do so: attacking, offering grossly unfair terms in a
  transaction, and so on. 
  4 to 6: Bad. The NPC cares nothing for the characters and will act
  against them (as above), if he can profit by doing so.
  7 to 9: Poor. The NPC is unimpressed. He may make threats, demand a
  huge bribe before offering aid, or something similar.
  10 to 12: Neutral. The NPC ignores the characters as much as possi-
  ble. He is totally uninterested. Transactions will go smoothly and routinely,
  as long as protocol is observed. 
  13 to 15: Good. The NPC likes the characters and will be helpful within
  normal, everyday limits. Reasonable requests will be granted.
  16 to 18: Very Good. The NPC thinks highly of the characters and will
  be quite helpful and friendly, freely offering aid and favorable terms in most
  things.
  19 or better: Excellent. The NPC is extremely impressed by the char-
  acters, and will act in their best interests at all times, within the limits of his
  own ability – perhaps even risking his life, wealth, or reputation.
  DAMAGE ROLLS
  A “damage roll” is a roll made in a fight to see how much harm you did
  to your foe. Many things can affect the final damage done by an injury:
  armor protects the wearer, certain weapons can do extra damage if they get
  through the armor, and “critical hits” bypass the damage roll altogether. All
  of these things are explained under Combat (see p. 24).
  CHARACTERS
  Creating a character is the first part of the game, and one of the most
  important. The whole idea of roleplaying is to take the part of another per-
  son – a “character” that you create. GURPS lets you decide exactly what
  kind of hero you will become.
  The usual way to create a character is to design him, just as though he
  were a character in a story you were writing. Start by deciding what type of
  person you want to be. You can take your inspiration from a fictional hero
  or heroine – or create your new “self” from the ground up. Once you have
  some idea what sort of person you want to play, it’s time to bring him to life! 
  Character Stories: A “character story” is the history of a game character,
  written by the person who plays that character. This is a great aid to role-
  playing. You may even want to write the story first (or at least some of it),
  and then work out your character’s actual stats. A story can really help
  bring your character to life. You don’t have to do it – but it’s recommended. 
  If you write the story down, you should show it to the GM, but not neces-
  sarily to the other players. After all, your character probably has some
  secrets, even from his friends. 
  CHARACTER POINTS
  When you create a character, you start with a certain number of charac-
  ter points to “spend” on your character’s abilities. For most games, we rec-
  ommend 100 points for a heroic character. Other levels are possible, of
  course, from average folks at 25 points, to supermen of 300 points or
  more.
  The following sections describe things you can spend your character
  points on. Positive traits (e.g., great strength, wealth, better than average
  appearance, skills) cost points in proportion to their value. Negative traits
  (e.g., weakness, bad sight, poverty, fear of heights) give you extra points
  that can be used to buy more positive traits.
  ATTRIBUTES
  Four numbers called “attributes” are used to
  define your basic abilities:
  Strength (ST), a measure of “brawn” or
  physical muscle.
  Dexterity (DX), a measure of agility and
  coordination.
  Intelligence (IQ), a measure of brainpower,
  alertness, adaptability, and general background
  experience. 
  Health (HT), a measure of energy and vitality.
  HT also stands for “hits” – the amount of physical
  damage a character can take. When you have
  taken “hits” equal to your Health score, you soon
  fall unconscious. Further injury can kill you. 
  The four attributes are considered equally
  valuable. The point cost for beginning attributes
  is given in the table at right. Note that a score of
  10 in any attribute is free, since 10 is “average.”
  Scores below 10 have a negative cost – in effect,
  they “give you back” some points!
  An attribute of 1 is the lowest score permitted
  for a human. There is no upper limit to any
  score. For each attribute, a score of 10 repre-
  sents the human average; anything from 8 to 12 is in the range considered
  “normal.” Scores above 16 are definitely unusual; scores above 20 are
  superhuman! 
  3
  GURPSLITE
  Level
  Point
  Cost
  1
  -80
  2
  -70
  3
  -60
  4
  -50
  5
  -40
  6
  -30
  7
  -20
  8
  -15
  9
  -10
  10
  0
  11
  10
  12
  20
  13
  30
  14
  45
  15
  60
  16
  80
  17
  100
  18
  125
  Each additional attribute
  point beyond 18 costs
  another 25 character
  points.
  
  4
  GURPSLITE
  See p. 3
  See p. 5
  See p. 29
  See p. 26
  See p. 18
  See p. 3
  See p. 24
  See p. 21
  See p. 13
  See p. 27 and the
  Ranged Weapon Table, p. 20
  See p. 3
  See p. 18
  See p. 21
  See p. 18
  See pp. 17, 26
  See p. 3
  See p. 26
  See p. 17
  and the equipment
  lists (pp. 18-20)
  See pp. 18, 26
  See Advantages, p. 9
  Disadvantages, p. 11
  Quirks, p. 13
  See p. 17
  Add up the points
  from each area and
  check the total.
  GURPS
  ®
  Illustration: 
  Find or draw one!
  
  5
  GURPSLITE
  IMAGE AND LOOKS
  This defines your character’s intrinsic “social” traits: appearance, man-
  ner and bearing. Traits with positive point values (e.g., above-average
  Appearance, Voice) are considered advantages (p. 9), and obey all the
  usual rules for advantages. Others (e.g., below-average appearance, Odious
  Personal Habits) have negative values, and are treated as disadvantages (p.
  11). Still others (e.g., height and weight, handedness) merely add “color.”
  Appearance
  Variable
  You are free to set the physical appearance of your character in any way
  you like. However, outstanding good (or bad) looks are considered advan-
  tages (or disadvantages). Good looks cost points; bad looks give you bonus
  points to spend elsewhere. 
  Hideous Appearance: Any sort of disgusting looks the player specifies:
  hunchback, severe skin disease, wall-eye . . . preferably several things at
  once. You have -4 on any reaction roll except by totally alien creatures or by
  people who cannot see you. -20 points.
  Ugly Appearance: As above, but not so bad – maybe only stringy hair
  and snaggle teeth. -2 on reaction rolls, except as above. -10 points.
  Unattractive Appearance: You just look vaguely unappealing. -1 on
  reaction rolls by members of your own race, but no penalty for other races
  – this problem is too subtle for them to notice. -5 points.
  Average Appearance: No bonuses or penalties of any type; you can blend
  easily into a crowd. No point cost or bonus. 
  Attractive Appearance: You may not enter beauty contests, but you’re
  definitely good-looking. +1 on all reaction rolls by your own race. 5
  points.
  Handsome (or Beautiful) Appearance: You could enter beauty con-
  tests! +2 on reaction rolls made by the same sex; +4 on reaction rolls made
  by the opposite sex – as long as the races are the same or similar. 15
  points.
  Very Handsome (or Beautiful) Appearance: You do enter beauty con-
  tests, and you win. +2 on reaction rolls made by the same sex; +6 (!) on
  reaction rolls by opposite sex. 25 points.
  Charisma
  5 points/level
  This is the natural ability to impress and lead others. Anyone can acquire
  a semblance of charisma by good looks, good manners and intelligence –
  but real charisma works independently of these things, and you either have
  it or you don’t. It affects any reaction roll made by any intelligent creature.
  Cost: 5 points for each +1 reaction bonus. 
  Handedness
  no point cost
  Decide whether you are right- or left-handed. These rules assume you
  are right-handed unless you decide otherwise or pay the points to be
  ambidextrous. If you decide to be left-handed, and combat damage is rolled
  to your right hand, it happens to your left instead. There is no point bonus
  or penalty for being left-handed. 
  Whenever you try to do anything significant – swing a sword, forge a let-
  ter, and so on – with your “off” hand, you will be at a -4 penalty. This does
  not apply to things you normally do with your off hand, like shield use.
  Ambidexterity
  10 points
  You can use both hands with equal skill. You do not suffer the -4 DX
  penalty for using an “off hand” like most people do, and can fight (or act)
  with either hand (though not necessarily both at once). Should some acci-
  dent befall one of your arms or hands, assume it is the left one.
  Height and Weight
  no point cost
  Players are free to select height and weight for their characters, within
  reason. The table below can be used to
  determine “average” height and weight.
  Average height is based on your ST
  score. Weight, in turn, is based on your
  height. As much as 6” variation in height
  and 40 lbs. variation in weight is believ-
  able, but anyone with a better-than-aver-
  age appearance should have a weight
  within 20% of “average” for his height.
  For each inch of height over 6’3”,
  add 10 lbs. to average weight.
  This table assumes a 20th-century
  male. For a female, subtract 2” from
  average height and 10 lbs. from average
  weight. For a historically accurate pre-
  19th-century character, subtract 3”
  from average height. Weight is always
  determined after height.
  Fat
  -10 or -20 points
  You are unusually obese for your race. 
  For -5 points, you are Overweight. Determine weight normally for ST, and
  then increase it by 30%. Being overweight carries a reaction penalty of -1
  among health-conscious societies and in areas where food is in especially
  short supply. 
  For -10 points, you are Fat. Determine weight normally from ST and then
  increase it by 50%. This gives -1 on all reaction rolls; HT may not be
  greater than 15. 
  For -20 points, you are Extremely Fat. Determine weight normally and
  double it. This gives -2 on all reaction rolls; HT may not be greater than 13.
  In all cases, the extra weight counts as encumbrance which you cannot
  get rid of. (Exception: this does not count against you when swimming.) If
  you are Fat or Extremely Fat, normal clothes and armor will not fit you, and
  you will be at -3 to Disguise, or to Shadowing if you are trying to follow
  someone in a crowd. 
  Fat people get +5 to their Swimming roll (+2 if merely Overweight).
  Skinny
  -5 points
  You are notably underweight. After figuring your height, take “average”
  weight for that height and cut it by 1/3. You may not take Handsome or Very
  Handsome appearance, and your HT may not be more than 14. Normal
  clothes and armor will not fit you, and you will be at -2 to Disguise, or to
  Shadowing if you are trying to follow someone in a crowd.
  Odious Personal Habits
  -5/-10/-15 points
  You behave, some or all of the time, in a fashion repugnant to others.
  The worse your behavior, the more bonus points you receive. Specify the
  behavior when the character is first created, and work the bonus out with
  the GM. Body odor might be worth -5 points, spitting on the floor would be
  worth -10 points; -15-point habits are left to the imagination of those
  depraved enough to want them.
  For each -5 points your habit is worth, subtract 1 from all reaction rolls
  made by someone in a position to notice your problem. This reaction
  penalty is for members of your own race; it is up to the GM to handle differ-
  ing reactions from other races. 
  Voice
  10 points
  You have a naturally clear, resonant and attractive voice. You get a per-
  manent +2 bonus on all the following skills: Bard, Diplomacy, Politician,
  Savoir-Faire, Sex Appeal, and Singing. You also get a +2 on any reaction roll
  made by someone who can hear your voice.
  ST
  Height 
  Weight
  –
  5’2” or less
  120 lbs.
  –
  5’3”
  130 lbs.
  5-
  5’4”
  130 lbs.
  6
  5’5”
  135 lbs.
  7
  5’6”
  135 lbs.
  8
  5’7”
  140 lbs.
  9
  5’8”
  145 lbs.
  10
  5’9”
  150 lbs.
  11
  5’10”
  155 lbs.
  12
  5’11”
  160 lbs.
  13
  6’
  165 lbs.
  14
  6’1”
  170 lbs.
  15
  6’2”
  180 lbs.
  16+
  6’3” or more
  190 lbs.
  
  6
  GURPSLITE
  SOCIAL STANDING
  This section contains rules for defining your character’s extrinsic social
  traits – his place in society. As for Image and Looks, above, traits with posi-
  tive point values are advantages, while those with negative values are disad-
  vantages. Most of these traits only have significance within the character’s
  own society.
  Clerical Investment
  5 points/level of rank
  This is the social/political advantage of being invested as a cleric of your
  religion. It represents your status and influence within the church. You have
  a number of powers and privileges that a layman lacks, including a +1
  reaction bonus per level of rank from followers of your religion and those
  who respect your faith. You will be addressed by a title – Father, Sister,
  Reverend, Shaman – and may perform such ceremonies as Confirmation,
  Marriage, and Exorcism. 
  Duty
  Variable
  You have a significant responsibility toward others, and you are person-
  ally committed to that responsibility. Duties may come from an arduous job,
  a feudal responsibility, or elsewhere. By definition, a duty is imposed from
  outside. 
  The GM rolls at the beginning of each adventure to see if each character
  will be “called to duty” in that adventure. The point cost of a duty depends
  on the frequency with which it is demanded: 
  Almost all the time (roll of 15 or less): -15 points.
  Quite often (roll of 12 or less): -10 points.
  Fairly often (roll of 9 or less): -5 points.
  Occasionally (roll of 6 or less): -2 points.
  To be significant, a duty should be dangerous. An ordinary job is not a
  “duty.” If a duty does not require you to risk your life, at least occasionally,
  reduce its value by 5, which negates those less frequent than “quite often.”
  However, an Extremely Hazardous Duty (typical of special forces units and
  ninja clans), where you are “on duty” all the time and risk death or serious
  injury, is worth -20 points. 
  Legal Enforcement Powers
  5/10/15 points
  You are an officer of the law, with all the accompanying rights, powers,
  and restrictions. In some times and places, this amounts to a license to kill;
  in others, it’s little more than the right to carry a badge and write parking
  tickets. 
  The point cost is determined by the rights and privileges of the charac-
  ter’s branch of law enforcement. Generally, a policeman with local jurisdic-
  tion, the ability to arrest suspected criminals, the right to perform searches
  with an appropriate warrant, and possibly the right to carry a concealed
  weapon, has 5 points’ worth of Legal Enforcement Powers.
  Someone with national or international jurisdiction, or not obligated to
  respect the civil rights of others, or free to engage in covert investigations,
  or able to kill with relative impunity, must pay 10 points for his powers. 
  An officer with three or more of the above abilities has 15 points of Legal
  Enforcement Powers.
  Legal Enforcement Powers usually go hand-in-hand with an appropriate
  Duty disadvantage (above) and a Reputation (see below) which may be an
  advantage, a disadvantage, or both. 
  Military Rank
  5 points/level of rank
  Just as Status (p. 7) reflects your position in society, Military Rank (also
  called “grade”) reflects your position in a military or paramilitary organiza-
  tion. Each rank has authority over lesser ranks – regardless of personal
  ability. Cost: 5 points per rank, up to Rank 8.
  Titles of ranks vary between organizations. Enlisted men are typically
  Rank 0, NCOs will be Rank 1 or 2, and officers will be Rank 3+, with gener-
  als or the equivalent being at least Rank 7. 
  In many lands, Military Rank carries automatic Status, which need not
  be paid for separately. The “default” here is one level of Status for every 3 of
  Rank, rounding to the closest number.
  Military Rank almost always involves a significant Duty (see above).
  Reputation
  Variable
  Some people are so well-known that their reputation actually becomes
  an advantage or a disadvantage. For game purposes, reputation affects the
  reaction rolls made by NPCs. The details of your reputation are entirely up
  to you; you can be known for bravery, ferocity, eating green snakes, or
  whatever you want. If you have a reputation, either your name or your face
  will be enough to trigger a “reputation roll” to see if the people you meet
  have heard of you. Roll once for each person or small group you meet. For
  a large group, the GM may roll more than once if he likes.
  There are three components to your reputation: Type of Reputation,
  People Affected, and Frequency of Recognition.
  Type of Reputation affects the reaction modifier that you get from
  people who recognize you. For every +1 bonus to a reaction roll (up to
  +4), the cost is 5 points. For every -1 penalty (up to -4), the cost is -5
  points. 
  People Affected modifies the value of your reputation. The larger the
  “affected class” (people who might have heard of you), the more your rep-
  utation is worth, as follows: 
  Everyone you will meet in your campaign: use listed value.
  Large class of people (all people of a particular faith, all mercenaries,
  all tradesmen): 1/2 value (round down). 
  Small class of people (all priests of Wazoo, all literate people in 12th-
  century England, all wizards in modern Alabama): 1/3 value (round down).
  If the class of people affected is so small that, in the GM’s opinion, you
  would not meet even one in the average adventure, your reputation doesn’t
  count at all.
  Frequency of Recognition also modifies the value of your reputation.
  The more often you are recognized by members of the “affected class,” the
  more important that reputation is:
  All the time: no modifier.
  Sometimes (roll of 10 or less): 1/2 value, rounded down.
  Occasionally (roll of 7 or less): 1/3 value, rounded down. 
  Social Stigma
  -5/-10/-15/-20 points
  You are of a race, class, or sex that your culture considers inferior. The
  “stigma” must be obvious to anyone who sees you; otherwise it’s a reputa-
  tion. The point bonus depends on the reaction penalty: 
  Second-class citizen (e.g., a woman in 19th-century America, or mem-
  bers of some religions): -5 points. -1 on all reaction rolls except from oth-
  ers of your own kind.
  Valuable property (e.g., a woman in 18th-century America or 16th-cen-
  tury Japan): -10 points. This usually takes the form of limited freedom or
  lack of intellectual respect. 
  Minority group (at GM’s discretion): -10 points. -2 on all reaction rolls
  made by anyone except your own kind, but +2 on rolls made by your own
  kind.
  Outsider, outlaw, or barbarian (e.g., a 19th-century American Indian in
  white man’s territory, a Goth in Imperial Rome, or an Untouchable in
  India): -15 points. This only applies if the “barbarian” is outside his own
  culture. You get -3 on all reaction rolls, but +3 from your own kind when
  met outside your home culture.
  Anyone who takes a Social Stigma disadvantage must be bound by it . . .
  roleplay the difficulties it causes!
  
  7
  GURPSLITE
  Status
  Variable
  Status is an indication of your
  class in society. Anyone can deter-
  mine your Status by looking at you,
  your dress and your bearing. If you
  have very high Status, your face may
  be easily recognized – or perhaps
  the gaggle of servants that sur-
  rounds you will get the message
  across. 
  Status is measured in “social lev-
  els,” ranging from -4 (worthless
  scum) to 8 (you are considered lit-
  erally divine). The point cost is 5
  points per “level” of Status; e.g.,
  Status 5 costs 25 points, while Status
  -3 is a disadvantage worth -15
  points.
  High Status: High Status means
  that you are a member of the ruling
  class in your culture. As a result,
  others in your culture (only) will
  defer to you. High Status carries var-
  ious privileges, different in every
  game world; these are up to the GM.
  Because of the common relation-
  ship between Status and Wealth (see
  below), a Wealth level of Wealthy or
  above lets you pay 5 fewer points for
  high Status. In effect, you get one
  level of Status free.
  Low Status: You are a servant,
  criminal, or slave. Note that this is
  not the same thing as a Social
  Stigma (p. 6). 
  Status as a Reaction Modifier:
  When a reaction roll is made, the
  relative Status of the characters
  involved can affect the reaction.
  Higher Status usually gives you a
  bonus. If you have Status 3, for
  instance, those of Status 1 would
  react to you at +2. Negative Status
  usually gives a penalty. If your
  Status is negative, those of higher
  Status will react badly to you. Take
  the difference between your Status
  and the NPC’s as a reaction penalty,
  but no worse than -4. Lower Status
  may give a penalty. If you are dealing with an NPC who is basically friendly,
  your Status won’t matter (as long as it’s positive). But if the NPC is neutral
  or already angry, lower Status makes it worse.
  WEALTH
  Wealth and poverty are relative; they depend on the game world. Wealth
  governs:
  (a) how much money you start play with;
  (b) how much money you earn per game month (though this depends
  on your specific job, too);
  (c) how much time you must spend earning your living. All characters
  get the “standard” starting wealth for their world unless they paid extra
  character points for Wealth or took the disadvantage of Poverty; several
  “wealth levels” are presented below. Realistically, characters with a “set-
  tled” lifestyle should put 80% of their starting wealth into home, clothing,
  and so on, leaving only 20% for “adventuring” gear. 
  GURPS uses a $ sign to indicate money, regardless of the specific game
  world. Standard starting wealth is $1,000 (that is, 1,000 copper farthings)
  in a fantasy/medieval world, $750 in the late 19th century and early 1900s,
  $5,000 in the mid-20th century, and $15,000 in the modern (late 20th cen-
  tury) and science-fiction campaigns.
  This form may be photocopied.          Copyright ©1998 Steve Jackson Games Incorporated. All rights reserved.
  GURPS
  ®
  
  8
  GURPSLITE
  Wealth Levels
  Variable
  Dead Broke: You have no job, no source of income, no money, and no
  property other than the clothes on your back. Either you are unable to
  work, or there are no jobs. -25 points.
  Poor: Your starting wealth is only 1/5 “average” for your society. You
  spend 50 hours per week at your job. Some jobs are not available to you,
  and no job you find will pay you very well. -15 points.
  Struggling: Your starting wealth is only 1/2 “average” for your society. You
  spend 40 hours per week at your job. Most jobs are open to you, but you
  don’t earn much. This is appropriate if you are (for instance) a 20th-centu-
  ry student. -10 points.
  Average: You have exactly the average starting wealth for your society.
  You spend 40 hours per week at your job, and support an average lifestyle.
  No points.
  Comfortable: You work for a living, but your lifestyle is better than aver-
  age. You spend 40 hours per week at your job. Your starting wealth is twice
  the average. 10 points.
  Wealthy: Your starting wealth is 5 times average; you live very well. Your
  job takes only 20 hours per week. This level of wealth, and higher ones,
  may not be chosen without the permission of the Game Master! 20 points.
  Very Wealthy: Your starting wealth is 20 times the average. You spend
  only 10 hours a week looking after business (this is hardly a “job”). 30
  points.
  Filthy Rich: Your starting wealth is 100 times average. You spend 10
  hours a week on business. You can buy almost anything you want without
  considering the cost. 50 points.
  Multimillionaire: Once you have purchased the Filthy Rich advantage,
  you may buy additional levels of Wealth. Each level increases your wealth by
  a factor of ten (e.g., the first level would increase total wealth to 1,000
  times the average). Each level also grants a free level of Status, to a maxi-
  mum bonus of +2 over the free level already given for high Wealth. 25
  points/level.
  FRIENDS AND FOES
  Many characters have NPCs who are especially well or ill disposed
  toward them. Powerful friends you can call upon in times of need are an
  advantage; weaker friends you must defend are a disadvantage, as are
  powerful enemies. 
  Frequency of Appearance: When a character has friends or enemies like
  this, the GM rolls dice once per adventure to see if they will get involved.
  The chance on 3 dice of a powerful friend showing up or otherwise aiding
  you, or of a weaker friend or an enemy somehow complicating your life, is
  called his frequency of appearance. This adjusts a NPC’s value as an
  advantage or disadvantage, after all other factors have been considered, as
  follows:
  Appears almost all the time (roll of 15 or less): triple cost. 
  Appears quite often (roll of 12 or less): double cost. 
  Appears fairly often (roll of 9 or less): listed cost. 
  Appears rarely (roll of 6 or less): half cost (round up).
  A Note on Power Level: The rules below all assume 100-point PCs; in a
  more (or less) powerful game, adjust the point values of these NPCs by the
  same amount.
  Dependents
  A NPC for whom you are responsible is a Dependent, and is considered
  a disadvantage. This may be your child, sidekick, spouse, or anyone else
  you feel an obligation to look after. If your Dependent is kidnapped during
  play, you must go to the rescue as soon as you can. If your Dependent is in
  trouble and you don’t go to his aid immediately, the GM can deny you bonus
  character points (see p. 21) for “acting out of character.” Furthermore, you
  can never get any character points for a play session in which your
  Dependent is killed or badly hurt.
  The Dependent is created just like any other character, but instead of the
  100 points used to create a PC, you use 50 points or less. A Dependent built
  with 0 or fewer points is worth -16 points; one who is built with 1 to 25
  points is worth -12 points; one built with 26 to 50 points is worth -6 points.
  A Dependent built with 50+ points is not worth any bonus points.
  The more important the Dependent is to you, the more you multiply his
  worth in points. For an employer, acquaintance or other person you may
  weigh risks to in a rational fashion, halve the value above. For a friend you
  must always protect, unless something even more important is on the line,
  use the listed value. For a loved one whose safety comes first, no matter
  what, double the listed value. 
  Finally, pick a frequency of appearance (see above) that fits the “story”
  behind the Dependent.
  No character may ever earn points for more than two Dependents at
  once.
  Allies
  These are loyal comrades, faithful sidekicks, or life-long friends who are
  competent enough to accompany you on adventures. Having an Ally is an
  advantage. An Ally is a NPC, and should be played as such. While Allies are
  usually agreeable to the suggestions of their PCs, they are not puppets. As
  well, a PC should receive no character points for any play session in which
  he betrays, attacks, or unnecessarily endangers his NPC Ally.
  An Ally character is created just as though he were a PC. An Ally built on
  51-75 points is worth no points, but must be protected like a Dependent.
  An Ally built on 76-100 points costs 5 points; one built on 101-150 points
  costs 10 points; and an Ally built on over 50 points more than his PC is
  actually a Patron (see below).
  An Ally who has special abilities – magic powers in a non-magical world,
  equipment far beyond the world’s tech level (see p. 32) – costs an extra 5
  to 10 points, at the GM’s discretion. 
  As for a Dependent, pick a frequency of appearance that fits the “story”
  behind the Ally.
  Note that NPC Allies must all pay the points to have their PC as an Ally.
  For a normal, 100-point PC, this will cost 5 points. 
  Patrons
  The most powerful NPC friends are known as Patrons. Like Allies,
  Patrons are NPCs, created initially by the player but controlled by the GM. A
  Patron may be an advisor, protector, or employer (but you can have a job
  without having a Patron; a Patron is more than an ordinary boss). Unlike an
  Ally, a Patron does not adventure with a PC. Instead, the Patron offers
  advice, knowledge, equipment, influence, or the like.
  The point value of a Patron depends on his power. A single powerful
  individual (created with at least 150 points), or a group with assets of at
  least 1,000 times starting wealth for the world, is worth 10 points. An
  extremely powerful individual (created with at least 200 points) or a rea-
  sonably powerful organization (assets equivalent to at least 10,000 times
  starting wealth) is worth 15 points. A very powerful organization (assets
  equivalent to at least a million times starting wealth) is worth 25 points. A
  national government or giant multi-national organization (net worth basi-
  cally incalculable) is worth 30 points. 
  If a Patron supplies useful equipment, that increases its point value if you
  can use the equipment for your own purposes. In most cases, this adds 5
  points to a Patron’s cost. If the equipment is worth more than the standard
  starting wealth of the campaign, it adds 10 points.
  Like an Ally, a Patron who has special abilities may cost an extra 5 to 10
  points, at the GM’s discretion. 
  Finally, pick an appropriate frequency of appearance.
  
  Enemies
  An NPC or organization that is working against you, or just trying to kill
  you, is an Enemy. You are responsible for determining the nature of your
  Enemy when you first create your character, and must explain to the Game
  Master why this Enemy is after you. The GM always has the right to veto your
  choice of Enemy if it seems silly or would be too hard to fit into the cam-
  paign. 
  The point value of an Enemy is governed by his (or its) strength: the
  more powerful the Enemy, the more points he, she or it is worth as a disad-
  vantage. A single above-average individual (created with 50 points) is worth
  -5 points. A single very formidable individual (created with 100 points) or a
  group of 3 to 5 “average” 25-point people is worth -10 points. A medium-
  sized group (6 to 20 people) is worth -20 points. A large group (20 to
  1,000 people) or a medium-sized group which includes some formidable
  or superhuman individuals is worth -30 points. An entire government or
  some other utterly formidable group is worth -40 points.
  Once you know the base point value of the Enemy, pick an appropriate
  frequency of appearance.
  Since too many Enemies can disrupt a game, no character may take
  more than two Enemies, or total more than 60 points bonus from Enemies.
  ADVANTAGES
  These are innate abilities. In general, a character may only be given these
  advantages when he is first created. After that, there is no way to gain or
  “earn” them. (But note that magic or high technology may permit excep-
  tions to this rule!) Each advantage has a cost in character points. A charac-
  ter may have as many advantages as he can afford. 
  For some advantages, the cost is fixed. Others are bought in levels, at a
  certain point cost for each level.
  Absolute Direction
  5 points
  You always know which way is north, and you can always re-trace a path
  you have followed within the past month, no matter how faint it may be.
  This ability does not work in environments such as interstellar space or the
  limbo of the astral plane, but it does work underground, underwater, and
  on other planets. Also gives a +3 bonus on your Navigation skill.
  Acute Sense(s)
  2 points/level
  You have better-than-average senses. Acute Hearing gives you a bonus to
  your IQ whenever you must roll to hear something, or when the GM rolls
  for you. Acute Taste/Smell gives you a bonus when rolling to notice a taste
  or smell. Acute Vision gives you a bonus when rolling to see something.
  Each acute sense is a separate advantage, and costs 2 points for every +1
  bonus to your roll. E.g., Acute Hearing +6 costs 12 points. 
  Alertness
  5 points/level
  A general bonus you get on any sense roll (p. 24), or when the GM rolls
  against your IQ to see if you notice something. This advantage can be com-
  bined with any or all of the acute senses. Cost: 5 points for each +1 bonus
  to your roll. 
  Animal Empathy
  5 points
  You understand animals and like them, and they like you. You get +2 on
  any reaction roll by a wild animal, and +4 on any reaction from a tame ani-
  mal. You also get a +4 bonus on Animal Handling, Riding, and other “ani-
  mal” skill rolls. However, you may never kill an animal without a very good
  reason, and you should try to prevent others from doing so. Note that killing
  for food is perfectly acceptable, and in a hunting situation you will get a +3
  bonus to find game.
  Combat Reflexes
  15 points
  You have extraordinary reactions and are very rarely surprised for more
  than a moment. You get a +1 to any Active Defense in combat (see p. 26).
  You never “freeze up” in a surprise situation, and you get a +6 on any IQ
  roll to wake up or to recover from surprise or a mental “stun” (see p. 28). 
  Common Sense
  10 points
  Any time you start to do something that the GM feels is STUPID, he rolls
  against your IQ. A successful roll means he must warn you, “Hadn’t you bet-
  ter think about that?” This advantage allows an impulsive player to take the
  part of a thoughtful character.
  Danger Sense
  15 points
  You can’t depend on it, but sometimes you get this prickly feeling right at
  the back of your neck, and you know something’s wrong . . . If you have
  Danger Sense, the GM rolls once against your IQ, secretly, in any situation
  involving an ambush, impending disaster, or similar hazard. A successful
  roll means you get a warning that something’s wrong. A roll of 3 or 4 means
  you get a little detail as to the nature of the danger. 
  Daredevil
  15 points
  Fortune seems to smile on you when you take risks. Any time you take an
  unnecessary risk (GM’s option) you get a +1 to all skill rolls. Furthermore,
  you may reroll any critical failure that occurs while you are engaged in
  high-risk behavior. 
  Example: If you’re attacked by a gang with Uzis, you don’t get this bonus
  if you crouch behind a wall and return fire from cover, but you do get it if
  you vault over the wall and charge, screaming!
  Double-Jointed
  5 points
  Your body is unusually flexible. You get a +3 on any Climbing roll, on
  any roll to escape from ropes, handcuffs or other restraints, or on any
  Mechanic roll (to reach into an engine, of course)!
  Empathy
  15 points
  You have a “feeling” for people. When you first meet someone, or when
  you are reunited after an absence, you may request the GM to roll against
  your IQ. He will then tell you what you “feel” about that person. (A failed
  roll means the GM may lie to you.) This talent, when it works, is excellent
  for spotting imposters, ghostly possession, and the like, and determining
  the true loyalties of NPCs. You can also use it to determine whether some-
  one is lying . . . not what the truth really is, but just whether they are being
  honest with you.
  High Pain Threshold
  10 points
  You are as susceptible to injury as anyone else, but you don’t feel it as
  much. If you are hurt in combat, you are not stunned and do not have a
  “shock” penalty (p. 28) on your next turn. (Exception: a head blow can
  still stun you.) If you are tortured physically, you are at a +3 to resist. The
  GM may let you roll at +3 to ignore pain in other situations.
  9
  GURPSLITE
  
  High Technology
  20/50/100 points
  You have technology that is significantly better than the average PC in the
  campaign. The greater the technology gap, the more this advantage is
  worth. GMs should be cautious with this advantage, since it will give some
  PCs better tools and weapons than others. See p. 32 for Tech Levels.
  +1 TL: 20 points      +2 TLs: 50 points     +3 TLs: 100 points
  An advantage of more than 3 Tech Levels is not appropriate for PCs, and
  will make NPCs into demigods, especially if the campaign’s base TL is 10+.
  Immunity to Disease/Disease Resistant
  5/10 points
  Your body naturally resists disease organisms. Virus and fungus inva-
  sions are also considered “disease,” though larger parasites (e.g., a tape-
  worm) are not. If you are Disease Resistant, you get +8 to HT to avoid
  catching any disease. 5 points.
  If you are Immune, you will never catch any infection or disease, even if
  you are forcibly injected with it! You may not take Immunity unless you start
  with a HT of 12 or better. However, it will remain even if HT is later reduced
  below 12. 10 points.
  Language Talent
  2 points/level
  You pick up languages quickly. Whenever you learn any language skill
  (see p. 17), add your level of Language Talent to your IQ.
  Literacy
  Variable
  The GM decides the norm for literacy in his campaign: Are most people
  literate, semi-literate, or illiterate? Literacy is the norm in most high-tech
  settings, semi-literacy is usual in Renaissance and post-holocaust settings,
  and illiteracy is generally the default in low-tech and fantasy settings. Skip
  this section entirely in settings where there are no written languages!
  Having a higher personal degree of literacy than the campaign norm is
  an advantage. A lower degree of literacy is a disadvantage.
  Literacy: You can read and write any language you know (see
  Languages, p. 17), limited only by your skill in that language. This is worth
  0 points when literacy is the norm, 5 points when semi-literacy is the norm
  and 10 points when illiteracy is the norm. 
  Semi-literacy: You can understand simple, everyday words, and may
  read and write slowly, but complex words, written poetry, and so on are
  beyond you. This is worth -5 points when literacy is the norm, 0 points
  when semi-literacy is the norm and 5 points when illiteracy is the norm.
  Illiteracy: You cannot read or write at all. This is worth -10 points
  when literacy is the norm, -5 points when semi-literacy is the norm and 0
  points when illiteracy is the norm. 
  Luck
  15/30/60 points
  Some people are just born lucky. Once per hour of play, you may reroll a
  single bad die roll twice (this must be the last roll you made) and take the
  best of the three rolls! If the GM is rolling (e.g., to see if you notice some-
  thing), you may tell him you are using your luck, and he must roll three
  times and give you the best result. 15 points.
  Extraordinary Luck works the same way, but it is usable every 30 min-
  utes, instead of every hour. 30 points.
  Ridiculous Luck is usable every 10 minutes! 60 points.
  Your luck only applies on rolls for your character to try to do something,
  OR on outside events that affect you or your whole party, OR when you are
  being attacked (in which case you may make the attacker roll three times
  and take the worst roll!). 
  Luck cannot be shared. If Strong Sam is trying to kick open a door,
  Lucky Lou can’t stand behind him and transfer his luck. He’ll have to kick
  that door himself.
  Once you use your Luck, you must wait an hour (30 minutes for
  Extraordinary Luck, 10 minutes for Ridiculous Luck) before using it again.
  You cannot use Luck at 11:58 and then again at 12:01. And your Luck can-
  not be saved up. You cannot play for hours without using Luck and then use
  it several times in a row! 
  Musical Ability
  1 point/level
  You have a natural talent with music and musical instruments. Your level
  of musical ability is a bonus when you study Singing or an instrument. That
  is, when you learn a musical skill, you learn it as though your IQ were equal
  to (IQ + Musical Ability). This bonus also adds to HT for the Singing skill.
  Cost: 1 point for each +1 bonus.
  Magical Aptitude (Magery)
  15/25/35 points
  You are a natural magic-user. When you learn any spell (see p. 30), you
  learn it as though your IQ were equal to your IQ plus your level of Magery.
  When you first see any magical object, and again when you first touch it, the
  GM rolls against your (IQ+Magery) to see if you notice that it is magic.
  Level 1: 15 points; Level 2: 25 points; Level 3: 35 points. 
  Night Vision
  10 points
  Your eyes adapt rapidly to the darkness. You cannot see in total dark –
  but if you have any light at all, you can see fairly well. Whenever the GM
  exacts a penalty because of darkness, except for total darkness, this penalty
  does not apply to you. 
  Rapid Healing
  5 or 15 points
  This advantage is only available if your basic HT is 10 or above. You
  recover rapidly from all kinds of wounds. Whenever you roll to recover lost
  HT (p. 28), or when you roll to see if you can get over a crippling injury (p.
  28), add 5 to your effective HT. This ability does not help you get over stun-
  ning or similar incapacities. Cost: 5 points.
  Very Rapid Healing: As above, but when recovering lost HT, a successful
  HT roll heals two hits, not one. Cost: 15 points.
  Resistant to Poison
  5 points
  Poison affects you less; +3 to HT to resist its effects.
  Single-Minded
  5 points
  When you put your mind to something, you concentrate! You get a +3
  bonus when working on lengthy tasks, but you may ignore other important
  tasks while obsessed (make a Will roll to avoid this). Roll at -5 to notice
  interruptions.
  Strong Will
  4 points/level
  You have much more “willpower” than the average person. Your level of
  Will is added to your IQ when you make a Will roll (p. 24) for any reason,
  including any attempt to resist distraction, intimidation, seduction, torture,
  hypnosis, or mystical attempts to take over your mind. However, this advan-
  tage does not help against combat shock and the like. In questionable
  cases, the GM’s ruling is law. Cost: 4 points per +1 bonus. 
  Toughness
  10/25 points
  Your skin and flesh are tougher than the average human’s. Your body
  itself has a “Damage Resistance” (DR) score – see p. 18. This DR is treated
  just like the DR from armor: you subtract it from the damage done by any
  blow before you multiply the damage done by a cutting or impaling
  weapon. 
  Toughness does not let your skin “turn” weapons. They still break the
  skin – they may even draw blood. But you’re not hurt. If a poisoned
  weapon breaks your skin, the poison will do its normal damage.
  Cost: 10 points for DR 1, or 25 points for DR 2. Higher bodily DRs are
  not possible for “natural” humans. 
  10
  GURPSLITE
  
  11
  DISADVANTAGES
  These are problems acquired before the character first comes into play.
  As a rule, a character may only be given disadvantages when he is created.
  Each disadvantage has a negative cost in character points – the worse
  the disadvantage, the higher this cost. Thus, disadvantages give you extra
  character points, which will let you improve your character in other ways.
  Besides, an imperfection or two makes your character more interesting and
  realistic, and adds to the fun of roleplaying.
  It is possible to “buy off” certain disadvantages and get rid of them later
  on by spending points equal to the value of the disadvantage; see p. 21.
  “Good” Disadvantages: Virtues such as Truthfulness and Sense of Duty
  are listed as “disadvantages” because they limit your freedom of action. For
  instance, a Truthful person will have trouble lying, even for a good cause.
  Therefore, within the framework of the game, several virtues are treated as
  “disadvantages.” Thus, if you want a wholly heroic character, you don’t have
  to take any “character flaws” at all. You can get points by choosing only
  those disadvantages that are actually virtuous!
  Limiting Disadvantages: GMs should be careful how many disadvan-
  tages they allow players to take; too many disadvantages can turn your game
  into a circus. A suggested limit: disadvantages should not total more
  than -40 points. Negative social traits (poverty, ugliness, bad reputation,
  low Status, and so on), Dependents, Enemies, and points gained by reduc-
  ing an attribute to less than 8 count against this limit. However, if only a sin-
  gle severe disadvantage is taken, it may have any cost. 
  Mental Problems: Many mental disadvantages let the afflicted character
  make IQ or Will rolls to avoid their bad effects. In these cases, any roll of
  14 or over still fails. Otherwise, very smart or strong-willed people would
  be almost immune to their own bad habits – which isn’t the way life works! 
  Bad Sight
  -10/-25 points
  You may be either nearsighted or farsighted – your choice. If you are
  nearsighted, you cannot read small print more than a foot away, or signs at
  more than about 10 yards. When using a weapon, you are at -2 to your skill
  rolls. 
  If you are farsighted, you cannot read a book except with great difficulty
  (triple the normal time), and you are at -3 DX on any close manual labor.
  Any character at TL5 or higher can acquire glasses which will compen-
  sate totally for bad sight while they are worn; in the 20th century, contact
  lenses are available. Remember that eyewear can be lost or damaged while
  adventuring! For anyone starting at a tech level in which vision can be cor-
  rected, Bad Sight is worth only -10 points. For a character from a time in
  which vision cannot be corrected, Bad Sight is worth -25 points. 
  Bad Temper
  -10 points
  You are not in full control of your emotions. In any stressful situation,
  you must make a Will roll. A failed roll means you lose your temper, and
  must insult, attack, or otherwise act against the cause of the stress.
  Bully
  -10 points
  You like to push people around whenever you can get away with it.
  Depending on your personality and position, this may take the form of phys-
  ical attacks, intellectual harassment, or social “cutting.” Make a Will roll to
  avoid gross bullying when you know you shouldn’t – but to roleplay your
  character properly, you should bully anybody you can. Nobody likes a bully
  – others react to you at a -2.
  Code of Honor
  -5 to -15 points
  You take pride in a set of principles which you follow at all times. Codes
  of honor differ, but all require (by their own standards) “brave” and “hon-
  orable” behavior. A Code of Honor may also be called “pride,” “machismo”
  or “face.” Under any name, it is the willingness to risk death rather than be
  thought dishonorable . . . whatever that means. Only one who truly follows
  the code may get points for it as a disadvantage.
  A Code of Honor is a disadvantage because it will often require danger-
  ous (if not reckless) behavior. Furthermore, an honorable person can often
  be forced into unfair situations, because his foes know he is honorable.
  The point value of a specific Code varies, depending on just how much
  trouble it gets its followers into, and how arbitrary and irrational its
  requirements are. As a general rule, an informal code that applies only
  when among one’s peers (e.g., pirate’s or mercenary’s code) is worth -5
  points, a formal code that applies only among peers (e.g., gentleman’s
  code) or an informal one that applies all the time (e.g., the code of the
  Merry Men) is worth -10 points, and a formal code of conduct that applies
  all the time (e.g., chivalry) or which requires suicide if broken (e.g.,
  bushido), is worth -15 points. The GM has the final word!
  Compulsive Behavior
  -5 to -15 points
  You have a habit (usually, but not always, a vice) which you feel com-
  pelled to indulge on a daily basis. You waste a good deal of your time
  indulging your habit.
  Examples of compulsive behavior include gambling, attraction to another
  person, arguing, or even fighting. 
  In general, a Will roll is required if the player wants his character to
  avoid the compulsion in a specific instance (or for a specific day). Note that
  it is very bad roleplaying to attempt to avoid the compulsion often!
  The specific point value of the disadvantage depends on what the behav-
  ior is, how much money it costs, and how much trouble it is likely to get the
  PC into. The GM is the final judge.
  Cowardice
  -10 points
  You are extremely careful about your physical well-being. Any time you
  are called on to risk physical danger, you must roll against Will. If there is a
  risk of death, the roll is at a -5. If you fail the roll, you must refuse to
  endanger yourself – unless you are threatened with greater danger!
  Soldiers, police, and the like will react to you at -2 once they know you are
  a coward. 
  Gluttony
  -5 points
  You are overfond of good food and drink. Given the chance, you must
  always burden yourself with extra provisions. You should never willingly
  miss a meal. Presented with a tempting morsel or good wine which, for
  some reason, you should resist, you must make a successful Will roll to do
  so. Gluttony is not a terrible weakness, but by its nature it will soon be obvi-
  ous to everyone who meets you.
  Greed
  -15 points
  You lust for wealth. Any time riches are offered – as payment for fair
  work, gains from adventure, spoils of crime, or just bait – you must make a
  Will roll to avoid temptation. The Game Master may modify this roll if the
  money involved is small relative to your own wealth. Small amounts of
  money will not tempt a rich character (much), but a poor character will
  have to roll at -5 or even more if a rich prize is in the offing. Honest char-
  acters (see p. 12) roll at +5 to resist a shady deal and +10 to resist outright
  crime. However, almost any greedy character will eventually do something
  that is illegal.
  Hard of Hearing
  -10 points
  You are not deaf, but you have some hearing loss. You are at -4 to IQ on
  any Hearing roll (so your roll is IQ-4, rather than IQ). You are at -4 to your
  language skill roll (p. 17) for any situation where you must understand
  someone (if you are the one talking, this disadvantage doesn’t affect you). 
  GURPSLITE
  
  Honesty
  -10 points
  You MUST obey the law, and do your best to get others to do so as well.
  You are compulsive about it; this is essentially another type of Code of
  Honor (see p. 11). This is a disadvantage, because it will often limit your
  options! Faced with unreasonable laws, you must roll against IQ to see the
  “need” to break them, and against Will to avoid turning yourself in after-
  ward! If you ever behave dishonestly, the GM may penalize you for bad role-
  playing.
  You are allowed to lie if it does not involve breaking the law.
  Truthfulness (p. 13) is a separate disadvantage. 
  Impulsiveness
  -10 points
  You hate talk and debate. You prefer action! When you are alone, you
  will act first and think later. In a group, when your friends want to stop and
  discuss something, you should put in your two cents’ worth quickly – if at
  all – and then do something. Roleplay it! If it is absolutely necessary to wait
  and ponder, you must make a Will roll to do so. 
  Jealousy
  -10 points
  You have an automatic bad reaction toward anyone who seems smarter,
  more attractive, or better-off than you! You will resist any plan proposed by
  a “rival,” and will hate it if someone else is in the limelight. If an NPC is
  Jealous, the GM will subtract 2 to 4 points from his reaction to the victim(s)
  of his jealousy.
  Lame
  -15/-25/-35 points
  You have some degree of impaired mobility. The point bonus depends on
  the damage, as follows:
  Crippled leg: You have one bad leg; your Move and Dodge (see p. 21)
  are reduced by 3. You suffer a -3 penalty to use any physical skill that
  requires walking or running. This definitely includes all hand weapon and
  bare-handed combat skills (missile weapon ability is unimpaired). -15
  points.
  One leg: You have lost a leg. You have a -6 penalty on any physical skill
  that requires the use of your legs. You cannot run; using crutches or a peg
  leg, you have a maximum Move of 2. (Otherwise, you cannot walk at all.) If
  you have access to TL6 (20th-century) prosthetics, you can reduce the
  effect to that of a crippled leg, but you must buy off the point difference in
  some way. (TL8+ technology could replace the leg, possibly with one that
  was better than the original, but then it’s no longer a disadvantage.) -25
  points.
  Legless or paraplegic: You are confined to a wheelchair or wheeled plat-
  form. If you power it with your own hands, its Speed is 1/4 your ST, rounded
  down. Alternately, you may be carried piggyback or on a stretcher. The GM
  should assess all reasonable penalties for this handicap; e.g., you cannot
  pass through narrow doors, navigate staircases or steep curbs, travel except
  in specially equipped vehicles, fight effectively (except with guns or cross-
  bows), and so on. If you have to fight with a hand weapon, you will be at -6
  to skill. -35 points.
  Laziness
  -10 points
  You are violently averse to physical labor. Your chances of getting a raise
  or promotion in any job are halved. If you are self-employed, your weekly
  income is halved. You must avoid work – especially hard work – at all
  costs. Roleplay it! 
  Miserliness
  -10 points
  Like Greed (p. 11), except that you are more concerned with holding on
  to what you already have. You may be both greedy and miserly! You must
  make a Will roll any time you are called on to spend money, and you must
  always hunt for the best deal possible. If the expenditure is large, the Will
  roll may be at a -5 (or even greater) penalty. A failed roll means you will
  refuse to spend the money – or, if the money absolutely must be spent, you
  should haggle and complain interminably. 
  One Arm
  -20 points
  You have lost an arm (or you were born without it). It is assumed that
  you lost the left arm if you were right-handed, or vice versa. You cannot use
  a sword and shield simultaneously, or any two-handed weapon, or do any-
  thing requiring two arms. Anything requiring only one hand can be done
  without penalty. In borderline cases, it is best to allow the character to
  attempt the action at a -4 DX penalty, or try a quick reality check if possible! 
  One Eye
  -15 points
  You have only one good eye; you may wear a glass eye, or cover the miss-
  ing eye with a patch. You suffer a -1 DX penalty on combat and anything
  involving hand-eye coordination, and
  a -3 to use missile weapons, throw
  objects or drive any vehicle faster
  than a horse and buggy. You will also
  suffer a -1 on any reaction roll except
  with utterly alien creatures.
  Exception: If you have Charisma, or
  are Handsome or Very Handsome, the
  patch just looks romantic, and does
  not affect reaction rolls.
  Overconfidence
  -10 points
  You think you are far more powerful, intelligent, and competent than you
  really are, and you should act that way. Any time (in the GM’s opinion) you
  show too much caution, you must roll against IQ. A failed roll means you
  can’t be cautious . . . you must go ahead as though you were able to handle
  the situation. An overconfident character will get +2 on all reaction rolls
  from the young or naive (they believe he’s as good as he says he is), but -2
  from experienced NPCs. This requires roleplaying. An overconfident person
  may be proud and boastful, or just quietly determined – but play it up!
  Pacifism
  -15 points
  You are opposed to violence. There are two different forms: 
  Self-defense only: You will only fight to defend yourself or those in your
  care, using only as much force as may be necessary (no pre-emptive strikes
  allowed!). You must do your best to discourage others from starting fights.
  -15 points.
  Cannot kill: You may fight freely, and even start a fight, but you may
  never do anything that seems likely to kill another. This includes abandon-
  ing a wounded foe to die. You must do your best to keep your companions
  from killing, too. If you kill someone (or feel responsible for a death), you
  immediately suffer a nervous breakdown. Roll 3 dice and be totally morose
  and useless (roleplay it!) for that many days. During this time, you must
  make a Will roll to offer any sort of violence toward anyone, for any rea-
  son. -15 points.
  Phobias
  Variable
  A “phobia” is a fear of a specific item, creature, or circumstance. Many
  fears are reasonable, but a phobia is an unreasonable, unreasoning, mor-
  bid fear. The more common an object or situation, the greater the point
  value of a fear of it. If you have a phobia, you may temporarily master it by
  making a successful Will roll . . . but the fear persists. Even if you master a
  phobia, you will be at -2 IQ and -2 DX while the cause of your fear is pre-
  sent, and you must roll again every 10 minutes to see if the fear overcomes
  you. If you fail a Will roll to overcome a phobia, you will cringe, flee, panic,
  or otherwise react in a manner that precludes sensible action.
  12
  GURPSLITE
  
  13
  GURPSLITE
  If a phobia victim is threatened with the feared object, he must immedi-
  ately roll at +4 to Will; if enemies actually inflict the feared object on him,
  he must roll versus Will. If the roll is failed, the victim breaks down, but
  does not necessarily talk. 
  Some common phobias: blood (hemophobia; -10 points), crowds
  (demophobia; -15 points), darkness (scotophobia; -15 points), dogs
  (cynophobia; -5 points), enclosed spaces (claustrophobia; -15 points),
  heights (acrophobia; -10 points), number 13 (triskaidekaphobia; -5
  points), open spaces (agoraphobia; -10 points), spiders (arachnophobia;
  -5 points), strange and unknown things (xenophobia; -15 points).
  Primitive
  -5 points per Tech Level
  You are from a culture with a lower Tech Level (see p. 32) than that of
  the campaign. You have no knowledge (or default skill) relating to equip-
  ment above your own TL. You can start only with skills or equipment from
  your own culture.
  The value of this disadvantage is -5 points for each TL by which your
  native TL is less than that of the campaign. 
  You may not acquire Mental skills relating to high-tech equipment until
  you buy off this disadvantage. Physical skills (driving, weaponry, and so on)
  may be acquired at no penalty if you find a teacher.
  Pyromania
  -5 points
  You like fires! You like to set fires, too. For good roleplaying, you must
  never miss a chance to set a fire, or to appreciate one you encounter. When
  absolutely necessary, make a Will roll to override your love of flame. 
  Sense of Duty
  -5/-10/-15/-20 points
  You suffer from a self-imposed feeling of duty. If you feel a sense of duty
  toward someone, you will never betray them, abandon them when they’re in
  trouble, or even let them suffer or go hungry if you can help. If you are
  known to have a sense of duty, others will react to you at a +2 to trust you
  in a dangerous situation. If you have a sense of duty, and go against it by act-
  ing against the interests of those you are supposed to feel duty toward, the
  GM will penalize you for bad roleplaying.
  The player defines the group toward which the character feels the sense
  of duty, and the GM sets its point value. Examples: only toward close friends
  and companions (-5 points), toward a nation or other large group (-10
  points), toward everyone you know personally (-10 points), toward all
  humanity (-15 points), toward every living being (-20 points). 
  Stubbornness
  -5 points
  You always want your own way. Make yourself generally hard to get
  along with – roleplay it! Your friends may have to make a lot of Fast-Talk
  rolls to get you to go along with perfectly reasonable plans. Others react to
  you at -1. 
  Truthfulness
  -5 points
  You hate to tell a lie – or you’re just bad at it. To keep silent about an
  uncomfortable truth (lying by omission), you must make a Will roll. To actu-
  ally tell a falsehood, you must make a Will roll at a -5 penalty! A failed roll
  means you blurt out the truth, or stumble so much that your lie is obvious.
  Vow
  -1 to -15 points
  You have sworn an oath to do (or not do) something. You take this oath
  seriously. If you didn’t, it would not be a disadvantage. The precise value of
  a Vow is up to the GM, but should be directly related to the inconvenience it
  causes the character. A Trivial Vow, like “Always wear red,” is a -1 point
  quirk (see below). A Minor Vow, like vegetarianism, is worth -5 points. A
  Major Vow, like, “Use no edged weapons,” is worth -10 points. A Great
  Vow, such as “Always fight with the wrong hand,” is worth -15 points. 
  Weak Will
  -8 points/level
  You are easily persuaded, frightened, bullied, coerced, tempted and so
  on. For every level taken, your IQ is effectively reduced by 1 whenever you
  make a Will roll (p. 24), including attempts to resist distraction, seduction,
  torture, mind control, and so on. Weak Will also affects all attempts to mas-
  ter phobias and avoid giving in to mental problems. 
  A character cannot have both Strong and Weak Will.
  Youth
  -2 to -6 points
  You are underage by your culture’s standards: 1 to 3 years underage, at
  -2 points per year. You suffer a -2 reaction roll whenever you try to deal
  with others as an adult; they may like you, but they do not fully respect you.
  You may also be barred from nightclubs, vehicle operation, war parties,
  guild membership, and so on, depending on the game world. You must
  keep track of time, and “buy off” this disability when you reach “legal age”
  (usually 18) for your society.
  QUIRKS
  A “quirk” is a minor personality trait. It’s not an advantage and it’s not
  necessarily a disadvantage – it’s just something unique about your charac-
  ter. For instance, a major trait like Greed is a disadvantage. But if you insist
  on being paid in gold, that’s a quirk.
  You may take up to five “quirks” at -1 point each . . . so, if you do, you
  will have 5 more points to spend on other things. These do not count
  against the maximum number of disadvantage points allowed in your cam-
  paign.
  The only drawback to a quirk is this: you must roleplay it. If you take the
  quirk “dislike of heights,” but blithely climb trees and cliffs whenever you
  need to, the GM will penalize you for bad roleplaying. The points you lose
  this way will cost you much more than you earned for taking the quirk. So
  don’t choose a quirk you aren’t willing to play!
  Examples of quirks include beliefs and goals, likes and dislikes, habits,
  expressions, peculiarities of dress, and so on. 
  SKILLS
  A “skill” is a particular kind
  of knowledge. Karate, auto
  mechanics and the English lan-
  guage are all skills. 
  Each of your skills is repre-
  sented by a number called a
  skill level; the higher the num-
  ber, the greater the skill. When you try to do something, you (or the GM)
  will roll 3 dice against the appropriate skill, modified as the GM sees fit for
  that particular situation. If the number you roll is less than or equal to
  your (modified) score for that skill, you succeed! But a roll of 17 or 18 is
  an automatic failure. 
  Certain skills are different at different tech levels (“TL” for short). Such
  skills are designated by /TL. See p. 32 for more on tech levels.
  Learning Skills
  To learn or improve a skill, you must spend character points. Skills are
  divided into mental and physical. The tables below show the point cost to
  learn each skill.
  The first column shows the skill level you are trying to attain, relative to
  the controlling attribute. This is usually DX for physical skills and IQ for
  mental ones; exceptions are noted in individual skill descriptions. If your
  DX is 12, then a level of “DX-1” would be 11, “DX” would be 12, “DX+1”
  would be 13, and so on.
  
  The remaining columns show the point costs to learn skills of different
  difficulties – Easy, Average, Hard, and Very Hard – at that level. Harder
  skills cost more character points to learn!
  PHYSICAL SKILLS
  Your Final 
  Difficulty of Skill
  Skill Level
  Easy
  Average
  Hard
  DX-3 
  –
  –
  1/2 point
  DX-2
  –
  1/2 point
  1 point
  DX-1
  1/2 point
  1 point
  2 points
  DX
  1 point
  2 points
  4 points
  DX+1
  2 points
  4 points
  8 points
  DX+2
  4 points
  8 points
  16 points
  DX+3
  8 points
  16 points
  24 points
  DX+4
  16 points
  24 points
  32 points
  MENTAL SKILLS
  Your Final
  Difficulty of Skill
  Skill Level
  Easy
  Average
  Hard
  Very Hard
  IQ-4
  –
  –
  –
  1/2 point
  IQ-3
  –
  –
  1/2 point
  1 point
  IQ-2
  –
  1/2 point
  1 point
  2 points
  IQ-1
  1/2 point
  1 point
  2 points
  4 points
  IQ
  1 point 
  2 points
  4 points
  8 points
  IQ+1
  2 points
  4 points
  6 points
  12 points
  IQ+2
  4 points
  6 points
  8 points
  16 points
  Further increases follow the same progressions: 8 additional points per
  level for physical skills, 4 per level for Very Hard mental skills, 2 per level
  for other mental skills. 
  Limit on Beginning Skills
  The maximum number of character points a starting character can
  spend on skills is equal to twice his age. For instance, an 18-year-old could
  apply no more than 36 points to skills. This limit does not apply to skills
  added after a character is created.
  Skill Defaults
  Most skills have a “default level.” This is the level at which you perform
  the skill without training. Nobody can know every skill; a default roll can
  save your life. A skill has a default level if it is something that everybody can
  do . . . a little bit.
  For instance, the “default” for Lockpicking is IQ-5. If your IQ is 11, and
  you have to pick a lock, you can do it on a roll of 6 or less. Why? Because
  11 minus 5 is 6, so 6 is your “default” skill at Lockpicking. You fumble
  around with the lock, sliding a credit card around the latch like the detec-
  tive in a movie you saw once . . . and sometimes it works! 
  Some skills (especially Very Hard ones) have no default.
  List of Skills
  The listing for each skill gives the following information: 
  Name. The name of the skill. If the skill varies at different tech levels,
  this will also be shown – e.g., “Blacksmith/TL.”
  Type. The variety of skill (mental or physical) and its difficulty (Easy,
  Average, Hard, or Very Hard). 
  Defaults. The basic attribute(s) to which the skill defaults if the skill
  itself is not known – for instance, “DX-6”. If there is more than one possi-
  ble default, use the one that gives the highest default level.
  Description. A brief description of what the skill is used for and when
  (or how often) to roll. The GM should permit routine tasks to be performed
  on a straight skill roll; more or less difficult tasks, or adverse or favorable
  conditions, will result in modifiers to skill – set at the GM’s discretion. 
  Acrobatics (Physical/Hard)
  DX-6
  This is the ability to perform acrobatic and gymnastic stunts, roll, take
  falls, and so on. A separate skill roll is required for each trick you attempt.
  Acting (Mental/Average)
  IQ-5
  The ability to counterfeit moods, emotions and voices, and to lie con-
  vincingly over a period of time. Roll a Quick Contest versus the IQ of each
  person you wish to fool. 
  Animal Handling (Mental/Hard)
  IQ-6
  This is the ability to train and work with all types of animals. Daily rolls
  are required when training an animal. 
  Area Knowledge (Mental/Easy) IQ-4 for area residents only
  The skill of familiarity with the people, politics, and geography of a given
  area. Roll for each piece of knowledge required.
  Armoury/TL (Mental/Average)
  IQ-5
  The ability to build and repair weapons and armor at the appropriate
  tech level. Roll to make, repair, or find a problem with a weapon.
  Artist (Mental/Hard)
  IQ-6
  The ability to draw and paint with both accuracy and beauty. Roll once
  per work.
  Bard (Mental/Average)
  IQ-5
  The ability to tell stories and to speak extemporaneously. Also called
  Public Speaking. Roll once per speech or story. 
  Blacksmith/TL (Mental/Average)
  IQ-5
  The ability to work nonprecious metals by hand, given the right tools.
  Roll once per hour of work. 
  Boxing (Physical/Average)
  No default
  Formal training in fisticuffs. When you punch, roll against Boxing skill to
  see if you hit, and add 1/5 of your skill (round down) to damage. You may
  use your bare hands to parry attacks at 2/3 of Boxing skill (at a penalty of -2
  for kicks, -3 for nonthrusting weapons).
  Brawling (Physical/Easy)
  No default
  The skill of unscientific, unarmed combat. When you punch or kick, roll
  vs. Brawling to hit, and add 1/10 of your skill (round down) to damage. You
  may parry bare-handed attacks at 2/3 skill. 
  Camouflage (Mental/Easy)
  IQ-4
  The ability to use natural material or paints to disguise yourself, you
  equipment, your position, and so on. Roll once per person, vehicle, or
  campsite hidden.
  Carpentry (Mental/Easy)
  IQ-4 or DX-4
  The ability to build things out of wood, given the right tools. Roll once
  per hour of work.
  Climbing (Physical/Average)
  DX-5 or ST-5
  The ability to climb mountains, rock walls, trees, the sides of buildings,
  and so on. Roll once to start a climb; long climbs may require more rolls.
  See p. 23.
  Computer Operation/TL (Mental/Easy)
  IQ-4
  The ability to operate a computer. Roll whenever you need to call up
  data, run a program, or perform any similar task. 
  14
  GURPSLITE
  
  15
  Computer Programming/TL (Mental/Hard) No default
  The ability to write and debug computer software. Roll to write, debug,
  or figure out a program.
  Cooking (Mental/Easy)
  IQ-4
  The ability to prepare a pleasing meal from basic ingredients. Roll once
  per meal.
  Criminology/TL (Mental/Average)
  IQ-4
  The study of crime and the criminal mind. Roll to find and interpret
  clues, guess how criminals might behave, and so on.
  Dancing (Physical/Average)
  DX-5
  The ability to perform dances appropriate to your own culture and learn
  new dances quickly. Roll once per performance. 
  Demolition/TL (Mental/Average)
  IQ-5
  The ability to blow things up with explosives. A Demolition roll is neces-
  sary whenever you use explosives. 
  Diagnosis/TL (Mental/Hard)
  IQ-6
  The ability to tell what is wrong with a sick or injured person, or what
  killed a dead person. Roll once per diagnosis. 
  Disguise (Mental/Average)
  IQ-5
  The ability to make yourself look like someone else. Roll a Quick Contest
  of Skills (Disguise vs. IQ) for each person (or group) that your disguise
  must fool.
  Electronics/TL (Mental/Hard)
  No default
  The ability to design and build electronic apparatus. A successful roll will
  let you identify the purpose of a strange device, diagnose a glitch, perform a
  repair, or design a new system. 
  Electronics Operation/TL (Mental/Average)
  IQ-5
  The ability to use electronics gear. For normal, everyday use of equip-
  ment, no skill roll is required. Rolls should only be required in emergency
  situations.
  Engineer/TL (Mental/Hard)
  No default
  The ability to design and build complex machinery. A successful roll lets
  you identify the purpose of strange machinery, diagnose a problem, perform
  a repair, or design new machinery.
  Escape (Physical/Hard)
  DX-6
  The ability to get free from ropes, handcuffs, and similar bonds. The first
  attempt to escape takes one minute; each subsequent attempt takes 10 min-
  utes.
  First Aid/TL (Mental/Easy)
  Defaults to IQ-5
  The ability to patch up an injury in the field (see p. 28). Roll once per
  injury.
  Forensics/TL (Mental/Hard)
  No default
  The general science of “laboratory” criminology. Roll to analyze each
  piece of physical evidence. 
  Forgery/TL (Mental/Hard)
  IQ-6 or DX-8
  The ability to produce a fake passport, banknote, or similar document.
  Roll once per forgery.
  Gambling (Mental/Average)
  IQ-5
  The skill of playing games of chance. A successful Gambling roll can tell
  you if a game is rigged, identify a fellow gambler in a group of strangers, or
  “estimate the odds” in a tricky situation. 
  Hand Weapon (Physical/Varies)
  Defaults vary
  Each class of hand weapons requires a separate physical skill; roll
  against this when attacking. Most hand weapons may also parry
  (p. 26); this is done at 1/2 skill unless noted. Assume that P/E weapon skills
  default to DX-4, P/A ones to DX-5 and P/H ones to DX-6. Skills include: 
  Axe/Mace (P/A): Any short or middle-sized, unbalanced, one-handed
  weapon, such as an axe, mace, or pick. 
  Blackjack (P/E): The blackjack or sap. May not parry.
  Broadsword (P/A): Any 2- to 4-foot, balanced, one-handed weapon,
  such as a broadsword or baseball bat. 
  Fencing (P/A): The rapier, smallsword, and saber. Parry is 2/3 Fencing
  skill, not 1/2. Your encumbrance must be Light or less to use Fencing.
  Flail (P/H): Any unbalanced weapon with the head attached to the han-
  dle by chain or rope, such as a flail, morningstar, or nunchaku. Any attempt
  to block a flail weapon is at -2; any attempt to parry it is at -4, and knives
  and fencing weapons cannot parry flails at all!
  Force Sword (P/A): A weapon which produces a short beam of energy
  and is wielded as a sword. A typical TL11 force sword has a reach of 1,
  does 8d cutting damage (4 impaling), costs $3,000, weighs 2 lbs. and looks
  like a flashlight until it’s turned on. It takes one turn to activate, one more
  turn for the beam to form and stabilize. Its power cell lasts about 5 minutes.
  Knife (P/E): Any knife, dagger, or stiletto.
  Knife Throwing (P/E): Throwing any throwable knife.
  Polearm (P/A): Any very long, unbalanced pole weapon, such as a
  poleaxe, glaive, or halberd.
  Shortsword (P/A): Any balanced, one-handed weapon, 1-2 feet long,
  such as the shortsword, baton, or billy club. 
  Spear (P/A): Any sort of spear, javelin, fixed bayonet, pike, or similar
  long, light, pointed weapon. 
  Staff (P/H): Any quarterstaff or improvised pole like a quarterstaff, used
  in two hands. Parry is 2/3 skill, not 1/2. 
  Two-Handed Axe/Mace (P/A): Any long, unbalanced, two-handed
  weapon, such as a battleaxe or maul.
  Two-Handed Sword (P/A): Any long (4- to 5-foot), balanced, two-hand-
  ed weapon.
  Holdout (Mental/Average)
  IQ-5
  The skill of concealing items on your person or the persons of others, or
  finding such hidden items. Roll once per item.
  Humanities (Mental/Hard)
  IQ-6
  Each academic “humanity” or “arts” subject (such as History, Literature,
  Philosophy, or Theology) is a separate Mental/Hard skill that defaults to
  IQ-6. Roll versus skill to recall references, perform critical analysis, etc.
  Influence Skills (Mental/Varies)
  Default varies
  There are several ways to influence others; each is a separate influence
  skill. A successful roll will result in a good reaction from an NPC. Failure
  results in a bad reaction (except for Diplomacy, which is always safe). To
  actually coerce or manipulate an NPC, you must win a Quick Contest of your
  skill versus his Will. Methods of influencing others include:
  Diplomacy (M/H): Negotiation and compromise. Defaults to IQ-6.
  Fast-Talk (M/A): Lying and deceit. Defaults to IQ-5.
  Intimidation (M/A): Threats and violence. Defaults to ST-5.
  Savoir-Faire (M/E): Manners and etiquette. Mainly useful in “high-
  society” situations. Defaults to IQ-4. 
  GURPSLITE
  
  16
  GURPSLITE
  Sex Appeal (M/A; based on HT, not IQ): Vamping and seduction, usually
  of the opposite sex. Defaults to HT-3. 
  Streetwise (M/A): Contacts and (usually) subtle intimidation. Only useful
  in “street” and criminal situations. Defaults to IQ-5.
  Interrogation (Mental/Average)
  IQ-5
  The ability to question a prisoner. To do so, you must win a Contest of
  Skills: your Interrogation skill vs. the prisoner’s Will.
  Jumping (Physical/Easy)
  No default
  This is the trained ability to use your strength to its best advantage when
  you jump (see p. 22). Roll once per jump. 
  Karate (Physical/Hard)
  No default
  The skill of trained punching and kicking. When you punch or kick, use
  Karate skill rather than DX to determine the odds of hitting, and add 1/5 of
  your skill level (round down) to damage. You may also parry attacks (even
  weapons) at 2/3 skill. Your encumbrance must be Light or less to use Karate. 
  Law (Mental/Hard)
  IQ-6
  A successful Law roll lets you remember, deduce, or figure out the
  answer to a question about the law. An actual trial is handled as a Quick
  Contest of Law skills. 
  Leadership (Mental/Average)
  ST-5
  The ability to coordinate a group in a dangerous or stressful situation.
  Roll to lead NPCs into a dangerous situation. 
  Lockpicking/TL (Mental/Average)
  IQ-5
  This is the ability to open locks without the key or combination. Each
  attempt to open a lock requires one minute and a skill roll; cracking a safe
  may take considerably longer! 
  Masonry (Physical/Easy)
  IQ-3
  The ability to build things out of brick or stone, given the right tools. Roll
  once per hour of work.
  Mechanic/TL (Mental/Average)
  IQ-5
  The ability to diagnose and fix ordinary mechanical problems in
  machines of your TL. Roll once per diagnosis or repair.
  Merchant (Mental/Average)
  IQ-5
  The ability to act as a “trader,” buying and selling merchandise. A suc-
  cessful skill roll lets you judge the value of common goods, locate markets
  and so on.
  Meteorology/TL (Mental/Average)
  IQ-5
  The study of the weather and the ability to predict it, given the appropri-
  ate instruments. Roll once per prediction. 
  Missile Weapon (Physical/Varies)
  Default varies
  Missile weapons are ranged weapons that launch projectiles, as distinct
  from thrown weapons (see p. 27). Each general class requires a separate
  skill; roll against this when attacking. P/E skills default to DX-4, P/A ones to
  DX-5, and P/H ones to DX-6. Add 1 to your skill for an IQ of 10-11, and 2
  for an IQ of 12+, when using any missile weapon skill labeled with “/TL.”
  Missile weapon skills include:
  Beam Weapons/TL (P/E): Any beam-type weapon, such as a blaster,
  laser, or stunner.
  Black Powder Weapons/TL (P/E): Any black-powder weapon, including
  the musket, pistol, and rifle.
  Bow (P/H): The longbow, shortbow and all similar bows, as well as the
  modern compound bow.
  Crossbow (P/E): All types of crossbow, including the “prodd,” which
  fires pellets rather than bolts.
  Guns/TL (P/E): Each type of 20th-century, cartridge-type gunpowder
  weapon is a separate Guns skill. Types include pistol, rifle, shotgun, and
  light automatic weapon. 
  Sling (P/H): The sling and staff sling. 
  Musical Instrument (Mental/Hard)
  No default
  The ability to play a musical instrument. Each instrument is a separate
  version of this skill. Roll once per performance.
  Natural Sciences (Mental/Hard)
  IQ-6
  Each specialty (such as Botany, Chemistry, Geology, Physics, or Zoology)
  is a separate Mental/Hard skill that defaults to IQ-6. Roll versus skill to
  recall general knowledge within the field, analyze data, perform lab work,
  and so on.
  Naturalist (Mental/Hard)
  IQ-6
  A general knowledge of animals and plants, and of nature in its various
  forms. Roll to identify plants, animals, and so on.
  Navigation/TL (Mental/Hard)
  No default
  Ability to find position by the stars, ocean currents, etc. A successful roll
  will tell you where you are, at sea, or on land.
  Occultism (Mental/Average)
  IQ-6
  The study of the mysterious and supernatural. Roll to identify each magi-
  cal or mystical belief or ritual. 
  Photography/TL (Mental/Average)
  IQ-5
  The ability to use a camera competently, use a darkroom, and so on. Roll
  once per roll of film shot or developed. 
  Physician/TL (Mental/Hard)
  IQ-7
  The general professional ability to aid the sick, prescribe drugs and care,
  etc. This is the skill to use if the GM requires a single roll to test general
  medical competence or knowledge.
  Pickpocket (Physical/Hard)
  DX-6
  The ability to steal a small object (purse, knife, etc.) from someone’s
  person. Roll once per theft; if the target is alert, treat this as a Quick Contest
  vs. the target’s IQ. 
  Research (Mental/Average)
  IQ-5
  General skill at library or electronic research. A successful Research roll
  in an appropriate place of research will let you find a useful piece of data, if
  that information is to be found.
  Riding (Physical/Average)
  DX-5
  The skill of riding a beast. A different version of this skill must be
  learned for each animal type. Roll once when the beast is first mounted and
  again any time a difficult situation is encountered while riding.
  Running (Physical/Hard)
  No default
  This skill is based on HT, not DX. It represents training in sprints and
  long-distance running. If you have studied this skill, divide your skill level
  by 8 (don’t round down) and add the result to your Speed for the purpose
  of calculating your Move score (this affects land movement only). See p. 22
  for details. 
  
  Shadowing (Mental/Average)
  IQ-6
  The ability to follow another person through a crowd without being
  noticed. Roll a Quick Contest of Skill every 10 minutes: your Shadowing vs.
  the subject’s Vision roll. If you lose, you lose the target – or he spots you!
  Shield (Physical/Easy)
  DX-4
  The ability to use a medieval-type shield or police riot shield. The active
  defense from a shield – your Block score (p. 26) – is equal to half your
  Shield skill. 
  Singing (Physical/Easy)
  HT-4
  Study of this skill is based on HT, not DX. This is the ability to sing in a
  pleasing fashion. Roll once per performance. 
  Social Sciences (Mental/Hard)
  IQ-6
  Each “social science” (e.g., Anthropology, Archaeology, Psychology or
  Sociology) is a separate Mental/Hard skill that defaults to IQ-6. Roll versus
  skill to recall general knowledge within the field, identify traits that charac-
  terize an individual, culture or society (as applicable), and so on. 
  Stealth (Physical/Average)
  IQ-5 or DX-5
  The ability to hide and to move silently. Roll a Quick Contest of Skills
  between your Stealth and the Hearing roll of anyone you’re trying to hide
  from.
  Survival (Mental/Average)
  IQ-5
  Ability to “live off the land,” find food and water, avoid hazards, build
  shelter, etc. A different Survival skill is required for each type of terrain. Roll
  once per day in a wilderness situation.
  Swimming (Physical/Easy)
  ST-5 or DX-4
  This skill is used both for swimming and for saving a drowning victim.
  Roll once per swim, dive, or lifesaving attempt. See p. 23.
  Tactics (Mental/Hard)
  IQ-6
  The ability to outguess the enemy when the fight is man-to-man or in
  small groups. A successful Tactics roll during a battle will sometimes (GM’s
  discretion) allow you information about immediate enemy plans.
  Teaching (Mental/Average)
  IQ-5
  The ability to instruct others. The GM may require one or more skill rolls
  to teach another character a skill. 
  Throwing (Physical/Hard)
  No default
  The ability to throw whatever you can pick up. It helps both accuracy
  (roll against Throwing skill to throw anything you can lift) and distance
  (add 1/6 of Throwing skill to ST when determining distance). Roll once per
  throw. See p. 23.
  Thrown Weapon (Physical/Easy)
  DX-4
  The ability to throw any one type of throwable weapon. This skill is dif-
  ferent for each type of weapon; e.g., Knife Throwing, Axe Throwing, Spear
  Throwing, and so on. 
  Tracking (Mental/Average)
  IQ-5
  The ability to follow a man or animal by its tracks. Make one Tracking
  roll to pick up the trail, and one further roll for every 5 minutes of travel.
  Traps/TL (Mental/Average)
  IQ-5 or DX-5
  The skill of building and avoiding traps and detection devices. Roll to
  build, detect, disarm, or reset a trap. 
  Vehicle Skills (Physical/Varies)
  Default varies
  Each class of vehicle requires a different skill to operate it. Roll once to
  get under way and again each time a hazard is encountered; failure indi-
  cates lost time or even an accident. Vehicle skills default to DX at -4 (easy),
  -5 (average), or -6 (hard); motor vehicles also default to IQ, at similar
  penalties. Available types include Bicycling (P/E), Boating (P/A) for row-
  boats and sailboats, Driving (P/A) for cars, Motorcycle (P/E) for motor-
  bikes, Piloting (P/A) for aircraft, and Powerboat (P/A) for motorboats.
  Writing (Mental/Average)
  IQ-5
  This is the ability to write in a clear and/or entertaining manner. Roll
  once per article, or daily for long works. 
  Languages
  Languages are treated as skills. The Language Talent advantage (p. 10),
  makes it easier to learn languages. 
  Language Skills (Mental/Varies)
  No default
  Each language is a separate Mental skill. Your native language skill starts
  out equal to your IQ, and costs only 1 point per level to improve. Other lan-
  guages are improved like any other skill. Difficulty of languages varies:
  Easy: Pidgin English, Esperanto, and the like.
  Average: Most languages – French, Chinese, Elvish, Rumanian, etc.
  Hard: Basque, Navajo, and most alien languages.
  Very Hard: Alien languages which cannot be pronounced with your nat-
  ural vocal equipment or simple mechanical aids.
  When two people try to communicate in a language that is not the native
  language of one or both parties, roll against language skill to understand or
  be understood.
  Gesture (Mental/Easy)
  IQ-4
  The ability to communicate through simple, improvised hand signals.
  Roll once to communicate each general concept. 
  Sign Language (Mental/Average)
  No default
  Any of the many true languages of gesture. Each form of sign language is
  a separate skill, and treated like any other language skill.
  EQUIPMENT
  Now you need to decide what equipment you have. Usually, the GM sets a
  reasonable cost and weight for each item of equipment requested by a play-
  er. In a modern-day game, he may even refer players to real-life catalogs!
  Weapons and armor are a special case, however, since their use involves
  more intricate game mechanics. This section will give you enough informa-
  tion to let you choose your combat gear intelligently.
  A Note on Buying Things: You start with money equal to the campaign
  starting wealth, modified by your personal wealth level (see p. 7). The GM
  will supply equipment lists that give cost, weight, and other information
  about important items, and give you a ruling about anything else you
  request (the sample character on p. 4 has a few items you won’t find on the
  tables below, for instance). Subtract the price of each item you buy from
  your starting wealth to determine how much money you have left. 
  Armor
  Armor is vital in combat situations. Heavy armor gives the best protec-
  tion, but it slows you down! Another limitation is your wealth; the best
  armor is very expensive. 
  Armor protects you in two ways. Its passive defense (PD) adds to your
  defense roll when you wear it. Its damage resistance (DR) protects you
  when you get hit. In both cases, higher numbers are better; see p. 26. 
  17
  GURPSLITE
  
  18
  GURPSLITE
  Armor Stats
  For each type of armor, the following information is listed:
  General Description: The item’s name and how it is used.
  Passive Defense (PD): This adds to your defense roll, and represents the
  fact that some blows will bounce off the armor. PD of armor normally
  ranges from 1 to 6. 
  Damage Resistance (DR): This is the amount of protection the item
  gives, in terms of hits subtracted from a blow which strikes you; e.g., if you
  are hit while wearing DR 6 armor, and the attacker rolls 8 points of dam-
  age, only 2 will affect you. 
  Weight: This is given in pounds; it adds to your total encumbrance (see
  Speed, Encumbrance, and Move, below). 
  Cost: The price of the armor in $. 
  Type
  TL
  PD
  DR  
  Cost Weight
  Ordinary clothing
  any
  0
  0
  varies!
  1
  Padded cloth armor
  1-4
  1
  1
  $180 
  14
  Leather jacket††
  1-8
  1
  1
  $50
  4
  Light leather armor
  1-4
  1
  1
  $210 
  10
  Heavy leather armor
  1-4
  2
  2
  $350
  20
  Chainmail
  3-4
  3*
  4*
  $550 
  45
  Scale armor
  2-4
  3
  4
  $750
  50
  Half plate**
  2-4
  4
  5
  $2,000
  70
  Light plate** 
  3-4
  4
  6
  $4,000 
  90
  Heavy plate**
  3-4
  4
  7
  $6,000 
  110
  Flak jacket†
  6
  2
  3
  $220 
  17
  Kevlar (light)
  7
  2*
  4*
  $220
  5
  Kevlar (heavy)
  7
  2*
  12*
  $420 
  9
  Light body armor
  7+
  4
  15
  $270
  22
  Medium body armor
  8+
  6
  25
  $1,520
  32
  Heavy body armor
  9+
  6
  50
  $2,520 
  52
  * PD 1, DR 2 vs. impaling.
  ** All combat skills at -1 due to helm; Vision and Hearing at -3.
  † Protects torso only.
  †† Protects torso and arms only.
  Shields
  Shields are very valuable in low-tech
  combat; they can protect the user both
  actively and passively. First, a shield will
  stop many blows automatically, with no
  particular effort on the part of the user.
  The bigger the shield, the better it does
  this. This is the shield’s passive
  defense (PD). Second, you may also
  deliberately try to “block” a blow. This
  is an active defense (see p. 26).
  A shield has no “damage resistance”
  – it does not reduce the damage from any blow that hits you. It makes you
  hard to hit, by active and passive defense, but that’s all! 
  Weapons
  The weapons you carry should be determined first by your skills, and
  then by your strength and budget. If you can’t use it, don’t buy it. High-tech
  weapons (like guns) will work for anyone who knows how to use them.
  Low-tech weapons, such as clubs and swords, do more damage when
  wielded by a strong person. 
  Basic Weapon Damage
  Basic damage is the impact damage a weapon does, before its point or
  cutting edge is considered. Your basic damage depends on your ST. Damage
  is shown as “dice+adds” (see p. 2). For example, “2d+1” means that you
  roll two dice and add 1 to the result. Thus, a roll of 7 would mean 8 hits of
  damage.
  Types of Attack
  There are two main types of weapon attack: thrusting and swinging. A
  swinging attack does more damage, because the weapon acts as a lever to
  multiply your ST. The following table shows how much basic damage each
  type of weapon does, according to the user’s ST. The columns show the
  number of dice rolled to determine damage.
  Damage Types and Damage Bonus
  Weapons do three basic types of damage:
  impaling, cutting, and crushing.
  Impaling weapons are those that strike
  with a sharp point. When you hit with an
  impaling weapon, the damage that gets
  through the armor is doubled.
  Cutting weapons strike with an edge.
  When you hit with a cutting weapon, all dam-
  age that gets through the target’s armor is
  increased by 50%, rounded down. 
  Crushing weapons strike with a blunt sur-
  face. They score no bonus damage.
  Minimum Damage: If you hit with a cut-
  ting or impaling attack, or a bullet, you
  always get at least one hit of basic damage
  before any DR is subtracted. Thus, if you
  strike with a dagger for “1d-4” damage, and
  roll a 2, you still do 1 hit of damage. However, if you hit the foe with a
  crushing attack, you can do zero damage.
  Maximum Damage: Some weapons, especially impaling weapons such
  as daggers, can only do so much damage on any one blow, no matter how
  strong the user is. 
  Recording Weapon Stats
  Cost and Weight are copied directly from the Weapon Tables onto your
  character sheet (see p. 4).
  Minimum Strength is the minimum ST required to use the weapon
  properly. You may still fight with a weapon if you are too weak for it, but for
  every point of ST by which you are too weak, you will be at -1 to your
  weapon skill.
  Damage is also copied from the Weapon Table. Some weapons can be
  used in different ways. For instance, some swords can be swung for a cut-
  ting attack or thrust for an impaling attack. Before you strike with such a
  weapon, specify how you are attacking. To calculate damage, take your
  basic damage for that type of attack, and add the damage shown on the
  table for your weapon. If your ST is 10, your basic swinging damage is 1d;
  so if a broadsword does “swing+1,” your damage with a broadsword is
  1d+1.
  Ranged Weapons: If you have a “ranged” weapon (anything that can be
  thrown or fired), see p. 27. Copy the stats from the Ranged Weapon Table.
  Only Max. (maximum range) is used in GURPS Lite.
  Speed, Encumbrance, and Move
  Your Speed score (or Basic Speed) determines your reaction time and
  running speed. It is figured from your HT and DX attributes, and shows
  how fast you can run without encumbrance (see below). An average per-
  son has a Speed of 5 – that is, with no encumbrance, he runs about 5 yards
  per second.
  Add your HT and DX together. Divide the total by 4. The result is your
  Basic Speed Score; don’t round it off! If (for instance) your Basic Speed is
  5.25, your unencumbered movement is 5 yards per second. But there will
  be times when a 5.25 is better than a 5!
  ST
  Thrusting Swinging
  4 or less
  0
  0
  5
  1d-5
  1d-5
  6
  1d-4
  1d-4
  7
  1d-3
  1d-3
  8
  1d-3
  1d-2
  9
  1d-2
  1d-1
  10
  1d-2
  1d
  11
  1d-1
  1d+1
  12
  1d-1
  1d+2
  13
  1d
  2d-1
  14
  1d
  2d
  15
  1d+1
  2d+1  
  16
  1d+1
  2d+2
  17
  1d+2
  3d-1
  18
  1d+2
  3d
  19
  2d-1
  3d+1
  20
  2d-1
  3d+2
  Type
  PD
  Cost
  Weight
  Buckler
  1
  $25
  2 lbs.
  Small
  2
  $40
  8 lbs.
  Medium
  3
  $60
  15 lbs.
  Large
  4
  $90
  25 lbs.
  Type: The kind of shield.
  PD: Add this number to your
  defense – even if you have
  no idea how to use a shield. 
  Weight: The shield’s weight in
  pounds. 
  Cost: The shield’s cost in $.
  
  19
  ANCIENT/MEDIEVAL HAND WEAPON TABLE
  Weapons are listed in groups, according to the skill required to use them.
  Weapons which can be used in two ways (for instance, a shortsword can either cut or impale) have two lines – one for each type of attack. 
  “Type” is the type of damage (p. 18) the weapon does.
  “Damage” is the die roll (p. 18) for the damage done to the foe.
  “Reach” indicates the distance at which the weapon can be used if you are playing with figures on a combat map
  marked off in hexagons; this stat is not used in GURPS Lite but is retained to keep this table consistent with the one in GURPS.
  Weight includes the weight of a scabbard for swords, knives, and the like.
  “Min ST” is “minimum strength.” If you are weaker than this, your skill is at -1 for every point of difference . . . the weapon is too big for you!
  Weapon
  Type
  Damage
  Reach
  Cost
  Weight
  Min ST
  Special Notes
  AXE/MACE (DX-5)
  Axe
  cut
  sw+2
  1
  $50
  4 lbs.
  12
  1 turn to ready. 
  Mace
  cr
  sw+3
  1
  $50
  5 lbs.
  12
  1 turn to ready.
  BLACKJACK (DX-4)
  Blackjack or sap
  cr
  thr
  C
  $20
  1 lb.
  7
  May not parry.
  BROADSWORD (DX-5, Shortsword-2 or Force Sword -3) See p. 15 for Force Sword stats.
  Broadsword
  cut
  sw+1
  1
  $500
  3 lbs.
  10
  cr
  thr+1
  1
  Standard broadsword has blunt point.
  Light club
  cr
  sw+1
  1
  $10
  3 lbs.
  10
  FENCING (DX-5) See p. 26 for fencing parry rules.
  Smallsword
  imp
  thr+1
  1
  $400
  1 lb.
  –
  Maximum damage 1d+1.
  Rapier
  imp
  thr+1
  1, 2
  $500
  11/2 lbs.
  –
  Maximum damage 1d+1.
  Saber
  cut
  sw
  1
  $700
  2 lbs.
  7
  imp
  thr+1
  1
  Thrust: maximum damage 1d+2.
  FLAIL (DX-6) Any attempt to parry a flail weapon is at a -4. Fencing weapons cannot parry flails.†
  Morningstar
  cr
  sw+3
  1
  $80
  6 lbs.
  12
  1 turn to ready.
  Flail
  cr
  sw+4
  1, 2*
  $100
  8 lbs.
  13
  2-handed. 1 turn to ready.
  KNIFE (DX-4)
  Large knife
  cut
  sw-2
  C, 1
  $40
  1 lb.
  –
  Maximum damage 1d+2.
  imp
  thr
  C
  Throwable; Maximum damage 1d+2.
  Small knife
  cut
  sw-3
  C, 1
  $30
  1/2 lb.
  –
  Maximum damage 1d+1.
  imp
  thr-1
  C
  Throwable; Maximum damage 1d+1.
  Dagger
  imp
  thr-1
  C
  $20
  1/4 lb.
  –
  Throwable; Maximum damage 1d.
  POLEARM (DX-5) All polearms require 2 hands.
  Glaive
  cut
  sw+3
  2, 3*
  $100
  8 lbs.
  11
  2 turns to ready.
  imp
  thr+3
  1-3*
  1 turn to ready after thrust.
  Poleaxe
  cut or cr
  sw+4
  2, 3*
  $120
  10 lbs.
  12
  2 turns to ready after swing.
  Halberd
  cut
  sw+5
  2, 3*
  $150
  12 lbs.
  13
  2 turns to ready after swing.
  imp
  sw+4
  2, 3*
  2 turns to ready after swing. May get stuck.
  imp
  thr+3
  1-3*
  1 turn to ready after thrust.
  SHORTSWORD (DX-5,  Broadsword-2 or Force Sword-3)
  Shortsword
  cut
  sw
  1
  $400
  2 lbs.
  7
  Sabers can be used with Shortsword skill.
  imp
  thr
  1
  Baton
  cr
  sw
  1
  $20
  1 lb.
  7
  A short, well-balanced club.
  cr
  thr
  1
  SPEAR (DX-5 or Staff-2)
  Javelin
  imp
  thr+1
  1
  $30
  2 lbs.
  –
  Primarily for throwing.
  Spear
  imp
  thr+2
  1*
  $40
  4 lbs.
  9
  Used 1-handed. Throwable.
  thr+3
  1, 2*
  Same spear used 2-handed.
  STAFF (DX-5 or Spear-2) Requires two hands.
  Quarterstaff
  cr
  sw+2
  1, 2
  $10
  4 lbs.
  6
  Parry is 2/3 Staff skill.
  cr
  thr+2
  1, 2
  TWO-HANDED AXE/MACE (DX-5) Requires two hands.†
  Great axe
  cut
  sw+3
  1, 2*
  $100
  8 lbs.
  13
  1 turn to ready. 
  Maul
  cr
  sw+4
  1, 2*
  $80
  12 lbs.
  14
  1 turn to ready. 
  TWO-HANDED SWORD (DX-5 or Force Sword -3) Requires two hands.
  Greatsword
  cut
  sw+3
  1, 2
  $800
  7 lbs.
  12
  Usually has blunt point.
  cr
  thr+2
  2 
  *Must be readied for one turn to change from long to short grip or vice versa.
  †Becomes unready if used to parry.
  GURPSLITE
  
  20
  GURPSLITE
  ANCIENT/MEDIEVAL RANGED WEAPON TABLE
  Weapons are listed in groups, according to the skill required to use them. The only one of the four “range” stats that matters in GURPS Lite is Max, which is the
  weapon’s maximum range in yards. Note that a thrown weapon’s maximum range depends on its user’s Strength!
  Weapon
  Type
  Damage
  Ranges
  Cost*
  Weight
  Min ST
  Special Notes
  SS
  Acc
  1/2D
  Max.
  AXE THROWING (DX-4)
  Throwing axe
  cut
  sw+2
  10
  2
  ST
  ST×11/2
  $60
  4 lbs.
  11
  BOW (DX-6) 2 hands to fire. 2 turns to ready.
  Short bow
  imp
  thr
  12
  1
  ST×10
  ST×15
  $50/$2
  2 lbs.
  7
  Max. dam. 1d+3.
  Regular bow
  imp
  thr+1
  13
  2
  ST×15
  ST×20
  $100/$2
  2 lbs.
  10
  Max. dam. 1d+4.
  Longbow
  imp
  thr+2
  15
  3
  ST×15
  ST×20
  $200/$2
  3 lbs.
  11
  Max. dam. 1d+4.
  Composite bow
  imp
  thr+3
  14
  3
  ST×20
  ST×25
  $900/$2
  4 lbs.
  10
  Max. dam. 1d+4.
  Quiver
  $10
  1/2 lb.
  Holds 10 arrows/bolts.
  CROSSBOW (DX-4) 2 hands to fire, 4 turns to ready (8 if ST is greater than yours).
  Crossbow
  imp
  thr+4
  12
  4
  ST×20
  ST×25
  $150/$2
  6 lbs.
  7
  Max. dam. 3d.
  Prodd
  cr
  thr+4
  12
  2
  ST×20
  ST×25
  $150/$0.10
  6 lbs.
  7
  Fires lead pellets. 
  KNIFE THROWING (DX-4)
  Large knife
  imp
  thr
  12
  0
  ST-2
  ST+5
  $40
  1 lb.
  –
  Max. dam. 1d+2. 
  Small knife
  imp
  thr-1
  11
  0
  ST-5
  ST
  $30
  1/2 lb.
  –
  Max. dam. 1d+1.
  Dagger
  imp
  thr-1
  12
  0
  ST-5
  ST
  $20
  1/4 lb.
  –
  Max. dam. 1d.
  SLING (DX-6) 2 hands to load, 1 to fire. 2 turns to ready.
  Sling
  cr
  sw
  12
  0
  ST×6
  ST×10
  $10
  1/2 lb.
  –
  Fires rocks.
  Staff sling
  cr
  sw+1
  14
  1
  ST×10
  ST×15
  $20
  2 lbs.
  –
  Fires rocks.
  SPEAR THROWING (DX-4 or Spear Thrower-4)
  Javelin
  imp
  thr+1
  10
  3
  ST×11/2
  ST×21/2
  $30
  2 lbs.
  7
  Spear
  imp
  thr+3
  11
  2
  ST
  ST×11/2
  $40
  4 lbs.
  9
  DX-3 or THROWING SKILL
  Rock
  cr
  thr-1
  12
  0
  ST×2
  ST×31/2
  –
  1 lb.
  –
  *Cost: The number after the slash is the cost per shot (arrow or other missile) for a missile weapon.
  †An arrow weighs 2 oz.; a crossbow bolt, sling-stone, or prodd pellet weighs 1 oz. 
  FIREARMS TABLE
  Firearms have three additional statistics: RoF: The rate of fire for the weapon. This is how many shots the user can fire in one turn.
  Shots: The number of shots that the weapon holds.
  TL: The tech level of the gun (see p. 32). The costs given are at the TL of introduction; be sure to adjust this for changes in wealth level from TL to TL. For instance, a .38
  that cost $20 in 1900 (TL6, starting wealth $750) would cost $400 in 1998 (TL7, starting wealth $15,000).
  Weapon
  Type
  Damage
  SS
  Acc
  Wt
  RoF
  Shots
  Min. ST
  Cost
  TL
  PISTOLS — Use Guns/TL (Pistol) skill.
  .38 Special
  cr
  2d-1
  10
  2
  2 lbs.
  3
  6
  8
  $20
  6
  Luger
  cr
  2d+2
  9
  4
  2.75 lbs.
  3
  8
  9
  $25
  6
  Colt .45
  cr
  2d
  10
  2
  2.75 lbs.
  3
  7
  10
  $30
  6
  Walther PPK
  cr
  2d-1
  10
  2
  1.25 lbs.
  3
  7
  8
  $75
  6
  .44 Mag. Revolver
  cr
  3d
  10
  2
  3.25 lbs.
  3
  6
  11
  $100
  7
  Glock 17
  cr
  2d+2
  10
  3
  2 lbs.
  3
  17
  9
  $450
  7
  SHOTGUN — Use Guns/TL (Shotgun) skill.
  Remington 12G
  cr
  4d
  12
  5
  8 lbs.
  3
  5
  12
  $235
  7
  RIFLES — Use Guns/TL (Rifle) skill.
  Winchester .44-40
  cr
  3d
  13
  7
  7.1 lbs.
  2
  6
  10
  $40
  5
  Winchester .30-30
  cr
  5d
  13
  8
  7 lbs.
  2
  6
  10
  $475
  5
  Lee-Enfield .303
  cr
  6d+1
  14
  10
  10.2 lbs.
  1
  10
  12
  $130
  6
  M1 Garand .30-06
  cr
  7d+1
  14
  11
  10 lbs.
  3
  8
  12
  $590
  6
  AR-15 .223
  cr
  5d
  12
  11
  8 lbs.
  3
  20
  9
  $540
  7
  BEAM WEAPONS — Use Beam Weapons/TL skill. 
  Laser Pistol
  imp
  1d
  9
  7
  2 lbs.
  4
  20
  –
  $1,000
  8
  Laser Rifle
  imp
  2d
  15
  13
  5 lbs.
  3
  12
  –
  $2,000
  8
  Blaster
  imp
  6d
  10
  6
  2 lbs.
  3
  20
  8
  $2,000
  9
  Blaster Rifle
  imp
  12d
  14
  13
  10 lbs.
  3
  12
  9
  $3,000
  9
  
  21
  GURPSLITE
  Encumbrance
  Your encumbrance is the total weight you are carrying. Encumbrance
  reduces your movement rate. It also makes swimming and climbing much
  more difficult, and travel (p. 23) slower.
  Your encumbrance level is a measure of that weight relative to your
  strength. A strong person can carry more than a weak one; therefore, the
  ratio of weight to strength determines encumbrance level, as follows:
  Weight up to 2×ST: no encumbrance. You have no penalty.
  Weight up to 4×ST: light encumbrance. Movement penalty of 1.
  Weight up to 6×ST: medium encumbrance. Movement penalty of 2.
  Weight up to 12×ST: heavy encumbrance. Movement penalty of 3.
  Weight up to 20×ST: extra-heavy encumbrance. Movement penalty of 4.
  You cannot carry a weight more than 20 times your ST for more than a few
  feet at a time; 30 times ST is the absolute most you can carry.
  Move
  Your Move is the distance (in yards) you can actually run in one second.
  To find your Move, add up the total weight of all your possessions and find
  your encumbrance level. Now subtract your encumbrance penalty from
  your Speed score, and round down. The result is your Move score – always
  a whole number, not a fraction. Your Move controls:
  (1) How fast you can move. (If you have the Running skill, add 1/8 of your
  skill level to Basic Speed for this purpose only. Don’t round off until the very
  end! Running doesn’t affect your Speed score, but it will help your Move.)
  (2) When you move.
  (3) Your Dodge defense (p. 26). This active defense is equal to your
  Move. The less weighted-down you are, the quicker you can dodge!
  Your Move can never be reduced to 0 unless you are unconscious,
  unable to use your legs, or lifting over 30 times your ST.
  CHARACTER IMPROVEMENT
  At the end of each session, the GM may award bonus character points
  for good play; these are the same kind of points you used to create your
  character. “Good play” is anything that advances your mission or shows
  good roleplaying (including adherence to your disadvantages and quirks) –
  preferably both.
  Bonus points are awarded separately to each character. A typical award
  is 1-3 points, with 5 points being the absolute upper limit for amazing play.
  Note that you get no points for a session in which your Dependent (p. 8) is
  killed, seriously wounded, or kidnapped and not recovered. 
  Bonus points are used to develop and improve your character. Record
  them as “unspent” on your character sheet. Then spend them the same way
  as during character creation, with a few differences:
  Basic Attributes: To improve one of your basic attributes (ST, DX, IQ, or
  HT), you must spend character points equal to twice the beginning point-
  cost difference between the old score and the new one. E.g, to go from ST
  10 (beginning cost 0) to ST 11 (beginning cost 10) would cost 20 points.
  If you improve an attribute, all skills based on that attribute also go up by
  the same amount. 
  Advantages: Most advantages are inborn, and cannot be “bought” later
  on. Exceptions include Combat Reflexes and Literacy, which can be learned,
  and social advantages like Status, which can be earned (in some societies).
  To add an advantage, you must pay the appropriate character points. 
  Buying Off Disadvantages: No character may get extra points by adding
  disadvantages after he is created. However, you may get rid of most begin-
  ning disadvantages by “buying them off” with points equal to the bonus
  earned when the disadvantage was taken, as long as the player and GM can
  agree on a logical explanation for this. 
  Adding and Improving Skills: Earned character points can be used to
  increase your skills or add new ones. Normally, these must be skills that, in
  the GM’s opinion, were significantly used in the adventure in which those
  character points were earned. When you improve a skill, the cost is the dif-
  ference between your current skill level and the cost of the new skill level. 
  NONHUMANS
  Many backgrounds, especially fantasy and science fiction, include char-
  acters who aren’t human. In these rules, a race is defined as a single
  species and its typical cultural background. 
  Racial Templates
  The game mechanics of a nonhuman race are covered by its racial tem-
  plate – a set of attribute modifiers, advantages, disadvantages, quirks, and
  skills that apply to every member of the race. Just as in character creation,
  each of these elements has a point value. Add these values to find the net
  point value of the racial template. All elements of a racial template must be
  purchased together by all members of the race, so the template has a single,
  overall point cost, known as the racial cost. Normally, it is the GM’s job to
  create racial templates and set racial costs.
  Attribute Modifiers
  Attribute modifiers are used to determine the attributes of an average
  member of a race with average scores other than the human norm of 10.
  They are paid for according to the table on p. 3, reading attributes above 10
  as bonuses and attributes below 10 as penalties. For instance, a -1 to IQ
  gives a racial average IQ of 9 and would cost -10 points, while a +3 to ST
  gives a racial average ST of 13 and costs 30 points. 
  A character pays for his attribute scores normally, then applies any racial
  modifiers; e.g., a member of a race with +3 ST pays 20 points to get ST 12,
  then applies the racial modifier to get a final ST score of 15. 
  Advantages, Disadvantages, and Quirks
  A nonhuman race could possess almost any advantage or disadvantage
  that an individual could, within reason. Racial quirks are minor disadvan-
  tages or personality traits that apply to all members of a race; they can be a
  useful tool for defining the “personality” of a race. Racial disadvantages and
  quirks don’t count against the -40 points of disadvantages and -5 points of
  quirks suggested earlier.
  Skills
  A race may have skills which all its members acquire automatically. In
  most cases, these will be innate or instinctive. E.g., a race with padded feet
  might possess the Stealth skill. A racially learned skill is expressed as, for
  instance, “Stealth at DX.” Note that the actual level of skill possessed by each
  individual will vary according to his underlying attribute score. The point
  cost of racially learned skills is figured according to the chart on p. 14.
  These may be increased with experience, just like normally bought skills.
  Racial Description
  Once the game mechanics are taken care of, you must come up with a
  racial description: what the race looks like, what environmental pressures
  combined to give its advantages and disadvantages, how the race lives and
  governs itself, how they think, and how well they get along with others.
  It’s easy to figure out what nonhumans look like, and even how they act.
  The hardest part about playing a nonhuman is deciding how he thinks –
  which is what roleplaying is all about!
  When choosing racial advantages and disadvantages, avoid assigning
  point values to purely cosmetic alterations in the race’s anatomy, and
  instead concentrate on those abilities that actually affect play. The single
  most important thing to keep in mind when designing nonhuman races is
  that outward appearance is only a special effect!
  
  22
  GURPSLITE
  BEASTS
  Animals or monsters will often appear in games. The point value of such
  beings is irrelevant – the GM simply assigns reasonable abilities. A few
  notes on beasts: 
  Attributes: These have the same meaning for beasts as for humans, with
  one exception: for beasts, hit points need not be equal to HT. HT determines
  how hardy the beast is, but hit points are largely dependent on size, and very
  large or small creatures may have more or fewer hit points than HT. 
  Abilities and Skills: Most creatures have keen senses. The “generic”
  roll for an animal to sense something (sight, hearing, smell, taste) is 14,
  regardless of its IQ, although this may vary. Some animals also have the
  equivalent of skills; e.g., a bloodhound might have the Tracking skill at level
  18!
  PD and DR: Many creatures have a hide, shell, scales, or thick fat that
  protects like armor.
  Attack Roll: To hit, an animal rolls against its
  DX; use the same modifiers as if a human were
  attacking. 
  Damage: Use the chart on the right; an animal’s
  bite (or claw) damage depends on its ST. When a
  carnivore bites, this is treated as a cutting attack, fig-
  ured at full ST. The bite of a herbivorous creature is a
  crushing attack, figured at half its actual ST. An ani-
  mal bite – even from a carnivore – can do zero dam-
  age.
  Basic Speed: Except in the case of loaded riding
  and draft animals, this will also be the creature’s
  Move. 
  Dodge: This is the only active defense of most
  beasts. It is equal to half DX or half Move, whichever
  is better, up to a maximum of 10.
  Encumbrance and Movement: Encumbrance for beasts works as it
  does for men: the level of encumbrance reduces the beast’s Move score.
  The encumbrance table for four-footed creatures is different:
  No encumbrance (up to 2×ST): Move is unaffected.
  Light encumbrance (up to 6×ST): Move is reduced by 2.
  Medium encumbrance (up to 10×ST): Move is reduced by 4. Few ani-
  mals will carry greater than 10×ST on their backs! 
  Heavy encumbrance (up to 15×ST): Move is reduced by 6.
  Extra-heavy encumbrance (up to 20×ST): Move is reduced by 8, but
  never to less than 2.
  Maximum encumbrance (up to 30×ST): Move is reduced to 1. Only a
  very willing beast will attempt to move a load this heavy.
  PLAYING THE GAME
  We’ve seen the rules for creating and equipping characters. Now here’s
  how to do things. Essentially, the GM describes a situation and asks each of
  the players what his character is doing. The players answer, and the GM
  tells them what happens next. At some point, the GM won’t be certain that
  the characters can automatically do what the players say they are doing . . .
  “You’re carrying what and jumping the chasm?” . . . and the dice come out.
  PHYSICAL FEATS
  Running
  In combat, running is just a series of
  Move maneuvers. Your running speed is
  equal to your Basic Speed score, plus
  Running skill bonus (p. 16), plus a one yard
  per second “sprint bonus” if you are run-
  ning in a straight line for more than one
  turn. This is modified downward by encum-
  brance (p. 21). 
  When figuring long-distance speed (i.e.,
  for runs of a few hundred yards, as opposed
  to combat movement), do not round down
  your Speed. A Basic Speed of 5.5 would let
  you run 65 yards in 10 seconds, if you were
  unencumbered. 
  Jumping
  Usually, when you want to jump over something, the GM should say “OK,
  you jumped over it,” and get on with play. In combat, jumping over an
  “ordinary” obstacle costs 1 extra yard of movement but is automatically
  successful. Only when the obstacle seems really significant should you
  resort to math to see if the character can actually make the jump! 
  Settling Rules Questions 
  In any question of rules, the GM’s word is law. The GM decides which option-
  al rules will be used, and settles any specific questions that come up. A good GM
  will always discuss important questions with the players before deciding – but a
  good player accepts the GM’s decision once it is made. 
  When a situation is not covered by the rules, there are several techniques that
  can be used:
  Success rolls. Roll 3 dice to test a character’s strength, dexterity, skill, or
  whatever. Use a success roll when a question arises about someone’s ability to do
  some particular thing.
  Random rolls. For a question like “Are the keys in the car?” a random roll is
  often best. The GM decides what the chances are, and rolls the dice. The GM
  decides what the odds should be, and leaves the rest to fate.
  Arbitrary fiat. You don’t have to use the dice at all. If there is only one
  “right” answer to fit the plot of the adventure – then that’s the answer.
  RIDING AND DRAFT ANIMALS
  Type
  ST
  DX
  IQ
  HT
  Move 
  Cost
  Wt. (lbs.)
  Notes
  Donkey 
  25
  10
  4
  13
  8
  $1,000
  500
  Small mule
  30
  10
  4
  14
  8
  $1,000
  800
  Too small to ride.
  Large mule
  40
  10
  4
  14
  9
  $2,000
  1,400
  Pony
  30
  10
  4
  13
  13
  $1,500
  800
  Racehorse
  32
  9
  4
  13
  18
  $4,000+
  1,100
  Some are faster!
  Saddle horse
  35
  9
  4
  14
  12
  $1,200
  1,200
  Ordinary riding horse.
  Cavalry horse 
  40
  9
  4
  15
  16
  $4,000
  1,400
  A light warhorse.
  Heavy warhorse 
  50
  9
  4
  16
  15
  $5,000
  1,900
  Usually vicious.
  Draft horse
  60
  9
  4
  16
  12
  $2,000
  2,000
  Ox
  80
  8
  4
  17
  8
  $1,500
  2,500+
  Camel 
  40
  9
  4
  15
  10
  $1,500
  1,400
  Vicious; drinks little.
  ST
  Damage
  1-2
  1d-5
  3-5
  1d-4
  6-8
  1d-3
  9-11
  1d-2 
  12-15
  1d-1
  16-20
  1d
  21-25
  1d+1
  26-30
  1d+2
  31-35
  2d-1
  36-40
  2d
  36-40
  2d
  41-45
  2d+1
  46-50
  2d+2
  51-55
  3d-1
  and so on . . .
  
  23
  GURPSLITE
  The maximum distance you can jump is determined by your ST score, as
  follows:
  High jump: (3×ST)-10 inches. Add 2 feet to the above if you have 4
  yards for a running start. 
  Standing broad jump: (ST-3) feet.
  Running broad jump: As above, but add 1 foot for every yard of “take-
  off” distance, up to double your standing broad jump distance.
  Jumping Skill: If you have this skill, you may substitute your skill level
  for ST in the height and distance formulas above.
  Climbing
  To climb anything more difficult than a ladder, a Climbing roll is
  required. One roll is required to start the climb, with a further roll every
  five minutes; a failed roll means you fall. Modifiers to the roll depend on the
  difficulty of the climb – see the table below. Your encumbrance level is also
  subtracted from your Climbing skill.
  Type of Climb
  Modifier
  Short Climb
  Long Climb
  Ladder going up
  no roll
  3 rungs/sec.
  1 rung/sec.
  Ladder going down 
  no roll
  2 rungs/sec.
  1 rung/sec.
  Ordinary tree
  +5
  1 ft./sec.
  1 ft./3 secs.
  Ordinary mountain
  0
  1 ft./2 secs.
  10 ft./min.
  Vertical stone wall
  -3
  1 ft./5 secs.
  4 ft./min.
  Modern building
  -3
  1 ft./10 secs.
  2 ft./min.
  Rope, going up
  -2
  1 ft./sec.
  20 ft./min.
  Rope, going down
  (w/o equipment)
  -1
  2 ft./sec. 
  30 ft./min.
  (w/equipment)
  -1
  12 ft./sec.
  12 ft./sec.
  Lifting and Moving Things
  In general, the GM may let characters lift whatever they need to, without
  die rolls; but when very heavy weights are involved, a check against ST may
  be needed. The maximum weight you can lift is governed by ST.
  One-Handed Lift: 6×ST pounds.
  Two-Handed Lift: 25×ST pounds.
  Carry on Back: 30×ST pounds. Thus, you can carry more than you can
  lift by yourself. (Note that every second you carry more than 20×ST pounds,
  you lose one fatigue point; see p. 29.)
  Shove and Knock Over: 25×ST pounds, or 50×ST pounds with a run-
  ning start. 
  Shift Slightly: 100×ST pounds.
  Drag: On a rough surface, you can drag only about as much as you can
  carry. If you are dragging something on a smooth, level surface, halve its
  effective weight. 
  Pull on Wheels: As for dragging, but divide effective weight by 10 for a
  two-wheeled cart, or by 20 for a good, four-wheeled wagon. Halve effective
  weight again if it is being pulled on a good road.
  Picking Things Up in Combat: In combat, a light item is picked up with
  the Ready maneuver, which takes 1 second. It takes 2 seconds to pick up a
  heavy item (weight in pounds greater than your ST).
  Throwing Things
  Anything you can lift – i.e., anything with
  a weight of 25 × your ST or less – can be
  thrown. To hit a target, roll against DX-3 or
  Throwing skill. To lob something into a
  general area, roll against Throwing or DX.
  The distance you can throw an object
  depends on its weight and your ST. Find the
  weight nearest to that of the object on the
  table below, then multiply the distance list-
  ed there by your ST to get the distance, in
  yards, that you can throw it.
  Throwing Skill: If you have the
  Throwing skill, divide it by 6 (round down)
  and add the result to your ST to determine
  how far you can throw something.
  Throwing Things in Combat: Throwing
  an object during combat (whether as an
  attack or not) requires the Attack maneu-
  ver (p. 25). You must pick it up first, as
  described above. To see if you hit, roll
  against the Throwing skill or an appropriate Thrown Weapon skill.
  If something weighs more than 25 times your ST, forget the formula –
  you can’t throw it!
  If you are hit by a (blunt) thrown object, the damage it does depends on
  its weight and the ST with which it was thrown.
  ST
  1/2 to 10 lbs.
  10+ to 50 lbs.
  50+ to 100 lbs. over 100 lbs.
  5-6
  1d-5
  1d-4
  1d-5
  –
  7-8
  1d-4
  1d-3
  1d-3
  –
  9-10
  1d-3
  1d-2
  1d-2
  1d-3
  11-12
  1d-2
  1d-1
  1d-1
  1d-2
  13-14
  1d-1
  1d
  1d
  1d
  15-16
  1d
  1d+1
  1d+2
  1d+2
  17-18
  1d+1
  1d+2
  2d-2
  2d-1
  19-20
  1d+2
  2d-2
  2d-1
  2d
  A fragile object (or a thrown character) will take the same amount of dam-
  age it inflicts. Roll damage separately for the thrown object and the target.
  Swimming
  Swimming short distances, your Move is equal to 1/10 your Swimming
  skill (round down), minimum 1 yard per second. Over long distances, the
  number of yards you swim in 10 seconds equals your Swimming skill minus
  twice your encumbrance. Swimming long distances can cause fatigue – see
  p. 29.
  Make a Swimming roll when you enter the water, and again every 5 min-
  utes. Subtract twice your encumbrance level, and add 3 if you entered the
  water intentionally. Fat characters (p. 5) get a bonus here. If you fail this
  roll, lose one point of fatigue (p. 29) and roll again in 5 seconds, and so on
  until you reach ST 0 and drown, get rescued, or make the roll. If you recov-
  er, roll again in 1 minute. If you make that roll, go back to rolling every 5
  minutes. 
  Swimming skill can be used to rescue a drowning person. Make a
  Swimming roll at -5, plus or minus the difference in ST between you and the
  person you are rescuing.
  Travel
  Distance traveled in a day, either on foot or horseback, is a direct func-
  tion of your encumbrance. Under ideal travel conditions, a party in good
  shape may plan on traveling the following distances in one day’s march:
  THROWING DISTANCE TABLE
  Weight
  Distance
  1 lb. or less
  3.5
  11/2 lbs.
  3.0
  2 lbs.
  2.5
  3 lbs.
  1.9
  4 lbs.
  1.5 
  5 lbs.
  1.2
  71/2 lbs.
  1.0
  10 lbs.
  0.8
  15 lbs.
  0.7
  20 lbs.
  0.6
  25 lbs.
  0.5 
  30 lbs.
  0.4
  40 lbs.
  0.3
  50 lbs.
  0.25
  60 lbs.
  0.2
  80 lbs.
  0.15
  100 lbs.
  0.1
  200 lbs.
  0.05
  
  24
  GURPSLITE
  No encumbrance: 50 miles
  Light encumbrance: 40 miles
  Medium encumbrance: 30 miles
  Heavy encumbrance: 20 miles
  Extra heavy encumbrance: 10 miles
  A party’s speed is equal to the speed of its slowest member. Whatever
  your daily mileage, you will spend about the same amount of time traveling.
  But the heavier your load and the worse the traveling conditions, the more
  slowly you will walk and the more frequently you will stop to rest.
  Parties with mechanical transport will move at that transport’s best
  speed, depending on the terrain. Remember that driving or piloting for over
  8 hours a day, or about 4 hours at a single shift, can be dangerously tiring
  or boring and may require a roll against the appropriate Vehicle skill to
  avoid a mishap. 
  MENTAL FEATS
  Sense Rolls
  Sense rolls include Vision rolls, Hearing rolls, and Taste/Smell rolls. All
  Sense rolls are made against the character’s IQ. The Alertness advantage is a
  bonus to all Sense rolls. 
  Vision
  To see something small or hidden, make a Vision roll with a bonus
  equal to your level of Acute Vision (if any). The GM may make this roll eas-
  ier or harder for things that are more or less well-hidden. Partial darkness
  can give from -1 to -9. A nearsighted person has -6 to Vision rolls for items
  farther away than 3 feet; a farsighted person has -6 on Vision rolls for
  things within 3 feet. Blind characters, or those in total darkness, can see
  nothing!
  Hearing
  To hear a faint sound, roll against IQ with a bonus equal to your level of
  Acute Hearing, if any; Hard of Hearing gives -4. The GM may make this roll
  easier or harder, depending on the loudness of the sound, surrounding
  noises, and so on. Once a sound is heard, a regular IQ roll may be required
  to understand its significance. Deaf characters can hear nothing! 
  Smelling and Tasting
  These are two manifestations of the same sense. To notice an odor or a
  taste, roll vs. IQ with a bonus equal to your level of Acute Smell/Taste, if any.
  In some cases, the GM may require a separate IQ roll to understand the
  significance of a smell or taste that everyone notices.
  Will Rolls
  When someone is faced with a frightening situation, or needs to over-
  come a mental disadvantage, the GM should require a Will roll. Normally,
  Will is equal to IQ, so this is just an IQ roll. However, if the character has
  the Strong Will advantage or the Weak Will disadvantage, this is added to or
  subtracted from IQ. 
  On a successful Will roll, the character overcomes his fear, bad impulse,
  or whatever. On a failed roll, he is frightened or gives in to the “lower
  impulse,” whatever that is. Any Will roll of 14 or over is an automatic failure
  (this does not apply to Will rolls made to resist influence skills and mind
  control).
  Furthermore, if someone has an IQ of more than 14, treat his IQ as only
  14 before subtracting Weak Will. If you have an IQ of 14 or higher and 3
  levels of Weak Will, your Will is only 11. 
  COMBAT
  As violent and dangerous as it may be, combat is a staple of adventure
  stories, and PCs are very likely to end up fighting at some point. Here is a
  simple system for resolving such conflicts:
  Combat Turn Sequence
  Characters act one at a time, until they have all taken a turn; then they
  start over. The sequence in which they act is set as follows:
  Before combat begins, compare the Move scores of all characters. The
  highest Move goes first, the second-highest Move score goes next, and so on.
  In case of ties, the highest Basic Speed goes first; here is where a 5.5 is better
  than a 5.25, for instance. If anyone is still tied, roll dice to see who goes first.
  Your turn starts when you choose a maneuver, and ends when you
  choose your next maneuver – that is, after all other characters have acted
  once. Each turn represents one second of real time.
  Maneuvers
  Start each turn by choosing any one of the following maneuvers. The
  maneuver you choose will also affect your defenses (see p. 26) if you are
  attacked before your next turn. You do not select a defense until you are
  actually attacked – but the maneuver you choose will govern the defenses
  you can use. 
  Move
  Move, and do nothing else (except for a “free” action – see below). You
  may use any legal active defense. 
  Movement and special actions are wholly abstract; no gameboard is
  required.* If a detail about movement is important (“How long will it take
  me to run across the room and grab the jewel?”), the GM decides. The
  number of yards you can run per second is equal to your Move score.
  Change Position
  Go from standing to prone, kneeling to standing, or any other position
  change. (It takes two turns to go from prone to standing: first you kneel,
  then you stand.) Exception: You can go from kneeling to standing, or vice
  versa, and attack on the same turn.
  You can use any defense on the turn you change position. The following
  table summarizes the effects of various positions on combat:
  TABLE OF POSITIONS
  Position 
  Attack 
  Defense
  Standing
  Normal
  Normal
  Crouching
  -2
  Ranged weapons -2 to hit;
  normal vs. others
  Kneeling
  -2
  Ranged weapons -2 to hit;
  -2 to any active defense 
  Crawling
  Only close attacks
  Ranged weapons -4 to hit; 
  (2 hexes)
  -3 to any active defense
  Sitting
  -2
  As for kneeling
  Lying down
  -4, except with
  As for crawling
  (2 hexes)
  crossbow or gun +1
  Ready
  Ready any weapon or other item. Any weapon is “unready” if it is in its
  scabbard or holster. An axe, mace or other heavy weapon becomes
  “unready” when you swing it; it must be readied again before each use!
  Some weapons must be “readied” for more than one second after each use.
  You can parry with a weapon, or block with a shield, as soon as you have
  readied it – that is, on the same turn! You can also use any other legal active
  * The full GURPS system includes Advanced Combat rules which allow for the use of a map divided into hexagons, each 1 yard (or 1 meter) across. If you see a refer-
  ence in a GURPS book to a “hex” as a unit of measure, read that as a yard or a meter, as appropriate.
  
  25
  defense on the turn when you ready an item. Exception: If you are “ready-
  ing” a missile weapon by reloading it, your only defense is to dodge – and if
  you dodge, you lose the benefit of that turn of reloading. 
  Note that, even if you are ambidextrous, you cannot ready one weapon
  on the same turn you attack with another. 
  Reload
  Use the “Ready” maneuver to reload a missile weapon. This takes several
  turns. With a sling, for instance, you need a second to “ready” the rock, and
  a second to put the rock in the sling. If you don’t aim, you can fire on the
  third second. Crossbows take much longer. First you must cock the bow –
  this takes 2 seconds for a bow of your ST, or more for a heavier bow. Then
  you must ready the arrow (1 turn) and load the bow (1 turn).
  Some sample reload times:
  Sling: 2 seconds to reload – can be fired every 3 seconds.
  Bow: 2 seconds to reload – can be fired every 3 seconds.
  Crossbow (your ST or less): 4 seconds to cock and reload – can be
  fired every 5 seconds. If ST is up to 2 greater than yours: 8 seconds to cock
  and reload – can be fired every 9 seconds.
  Guns: Changing magazines for a replaceable magazine gun takes 3 sec-
  onds. Revolvers take 3 seconds of preparation, plus one additional second
  for each round loaded.
  Aim
  Aim a ready ranged weapon at a specific target. You must name your tar-
  get. Your attack is at -4 if you use a ranged weapon without aiming unless
  your effective skill is at least equal to the weapon’s Snap Shot number (list-
  ed on the Weapon Tables, pp. 19-20). If you aim for 1 turn, your attack is
  at your normal skill level plus the weapon’s Accuracy modifier (also on the
  Weapon Tables). You may aim for up to 3 more turns, getting a further +1
  bonus for each additional turn you aim. 
  You can use any defense while aiming . . . but it spoils your aim and you
  lose all the accumulated benefits. If you are injured while aiming, you must
  make your Will roll or lose your aim.
  Attack
  Attack any foe with your ready weapon. The GM always has the option of
  ruling (for any reason having to do with the situation) that some combat-
  ants may not attack certain foes. If the battle is in close quarters, bows and
  similar missile weapons should only be allowed one shot each – then the
  fight will go to hand weapons.
  You may parry (with a ready weapon), block (with a ready shield) or
  dodge on the same turn you attack. 
  All-Out Attack
  Attack any foe with hands, feet, or a ready hand weapon. You have three
  choices:
  (a) Make two attacks against the same foe, if you have two ready
  weapons, or one weapon that does not have to be readied after use;
  (b) Make a single attack, at a +4 bonus to your skill!
  (c) Make one attack, at normal skill, doing +2 damage if you hit.
  However, if you choose any form of all-out attack, you may make no
  active defenses at all until your next turn! 
  All-Out Defense
  Defend yourself; do nothing else this turn. If you fail your defense roll
  against any attack, you may try another (different) defense – in other
  words, you get two defense rolls, using two different active defenses against
  the same attack. You are limited to two blocks and two parries per turn
  when you choose All-Out Defense, and you can’t parry twice with a weapon
  that becomes unready after a parry. 
  Long Action
  This is a “generic” choice that allows for one second’s worth of any
  multi-second action (picking a lock, for instance, or defusing a bomb). The
  GM decides how many turns each “long action” will take. As a rule, no
  defense except dodging is possible during a long action, but the GM can
  vary this as he sees fit. Any sort of defense may also interfere with whatever
  you are trying to do.
  Free Actions
  Things you can do during any maneuver, including talking, dropping a
  weapon or other object, and crouching down behind cover (not kneeling).
  Making An Attack
  If you choose the Attack or All-Out Attack maneuvers, you may try to hit
  a foe. You may attack any foe, unless the GM rules that attack is impossible
  for some reason. 
  You cannot attack unless your weapon is ready. A sword or knife is ready
  every turn. An unbalanced weapon, such as an axe, becomes unready when
  you swing it, so it can only be used every other turn.
  Each attack is resolved by three die rolls. First is your attack roll. If this
  roll is successful, your attack was a good one. Now your foe must make a
  defense roll to see if he can defend against your blow. If he makes this roll,
  he is not hit. If he misses his defense roll, your blow struck home and you
  roll for damage.
  Rolling to Attack
  Your “attack roll” is a regular success roll. Figure your effective skill
  (your basic skill plus or minus any appropriate modifiers) with the
  weapon you are using. 
  Applicable modifiers include:
  Bad light: -1 to -9 (GM’s decision); -10 for total darkness.
  One eye: -1 for hand-weapon attacks, -3 for ranged attacks.
  Blind: -6; blinded suddenly: -10.
  Bad footing: -2 or more (GM’s option).
  Attacker is in a strange position (e.g., hanging
  upside down): -2 or more (GM’s decision).
  Attacker is Crawling or Lying Down: -4.
  Attacker is Crouching, Sitting, or Kneeling: -2.
  Off-hand attack: -4 (no penalty if Ambidextrous).
  Shield: -2 to attacks if using a large shield (it gets in your way).
  ST under minimum ST for that weapon: -1 for each point of difference.
  Wounds: Penalty equal to hits you took on the preceding turn. High Pain
  Threshold advantage eliminates this penalty. 
  Now roll 3 dice. If your roll is less than or equal to your “effective”
  skill, you have rolled well enough to hit the foe, and he must roll to defend.
  Otherwise, you missed! 
  Critical Hits: No matter what your skill, a roll of 3 or 4 always hits, and
  is a critical hit. A roll of 5 or 6 may be a critical hit, depending on your
  skill. If your effective skill is 15, then a roll of 5 or less is a critical hit. If
  your effective skill is 16 or more, then a roll of 6 or less is a critical hit.
  On a critical hit, the blow automatically hits home – your foe does not
  get a defense roll. As well, on an attack roll of 3, you do not roll for damage
  – your blow automatically does the most damage it could do. For instance,
  maximum damage for a 1d+2 blow would be 6+2, or 8 hits. Other critical
  hits bypass the defense roll, but roll normally for damage. 
  Automatic Misses: Regardless of skill, a roll of 17 or 18 always misses.
  Defense
  If you make your attack roll, you have not (yet) actually struck your foe,
  unless you rolled a critical hit. You have thrown a blow that is good enough
  to hit him – unless he defends.
  GURPSLITE
  
  26
  GURPSLITE
  Your foe’s defense is equal to the sum of his passive defenses (armor
  and shield) and his active defense (Dodge, Block, or Parry). Passive
  defenses always protect, but active defenses must be specifically chosen
  from those that are “legal” at the moment. This depends on the maneuver
  he chose on his last turn – see p. 24.
  The defender rolls 3 dice. If his roll is less than or equal to his total
  defense, he blocked the blow (or dodged or parried it). Otherwise, his
  defense was ineffective and your blow struck home. If your blow hits your
  foe, you can roll for damage. 
  A defense roll of 3 or 4 is always successful – even if your total defense
  is only 1 or 2! A roll of 17 or 18 always fails. 
  Your foe does not get to attempt a defense roll if you rolled a critical hit
  against him.
  Active Defense
  There are three active defenses that can protect you against an attack.
  Each of these defenses is calculated in advance. When you are attacked, you
  may choose one active defense as part of your total defense roll. (If you
  took All-Out Defense, you may make two separate defense rolls, using dif-
  ferent defenses.)
  Your active defense will depend on your situation – especially the
  maneuver you chose last turn. Some maneuvers limit the active defenses
  you can make. A stunned character’s active defense is at -4.
  Sometimes you will have no active defense. A stab in the back from a
  “friend,” a sniper’s shot, or a totally unexpected booby trap would be
  attacks against which no active defense is possible. 
  The Combat Reflexes advantage gives a +1 to each of your active defenses.
  Dodging
  Your Dodge defense is the same as your Move score (not modified for
  Running skill, however). An animal’s Dodge score is half its Move or half
  its DX, whichever is better – up to a maximum of 10.
  You may dodge any attack, except one that you did not know about!
  There is no limit to the number of times you may dodge in one turn.
  Blocking
  You must have a ready shield, which you use to “block” the attack. Your
  Block defense is half your Shield skill, rounded down. In general, you can
  block any hand weapon, whether it is thrust, swung, or thrown. You may
  also block arrows and similar low-tech missiles. You cannot block bullets
  or beam weapons . . . these come too fast to be stopped with a shield.
  (However, the shield’s passive defense helps against all missile weapons.) 
  You may only block one attack per turn, unless you chose the All-Out
  Defense maneuver. This lets you block two attacks per turn.
  Parrying
  Hand weapons (blades, clubs, axes, spears, polearms) can be used for
  defense as well as offense. When you parry with a weapon, half your skill
  with that weapon (round down) counts as active defense. Thus, if you have
  a Sword skill of 20, you would have a Parry defense of 10 when you use a
  sword. 
  You cannot parry unless your weapon is ready. Parrying with an unbal-
  anced weapon will make it “unready.” For instance, you can’t parry with an
  axe on the same turn you attacked with it; you have to re-ready it first.
  A weapon parry won’t stop anything except hand-weapon attacks. A fur-
  ther exception: A weapon has a 1/3 chance of breaking if it parries anything
  of three or more times its own weight! (If it breaks, that parry counts.)
  You may only parry one attack per turn, unless you have two weapons
  (in which case you may parry once with each weapon) or you chose the
  All-Out Defense maneuver (in which case you may parry twice – or twice
  with each weapon, if you have more than one).
  If you successfully parry a bare-handed attack with a weapon, you may
  injure your attacker. Immediately roll against your own weapon skill (at -4
  if your attacker used Karate). If you hit, your parry struck the attacker’s
  limb squarely; roll normal damage. 
  Some special parrying rules:
  Thrown weapons may be parried, but at -1. Thrown knives and similar
  small, hurled weapons are parried at -2. 
  Knives and equally small weapons are at -1 to parry with.
  Flails are at -4 to parry against.
  Quarterstaves parry at 2/3 skill rather than 1/2.
  Fencing weapons use a unique fighting form that emphasizes defense,
  allowing a fencer to parry better than other fighters. If you have the Fencing
  skill and appropriate gear (a smallsword, rapier, or saber; no larger than a
  small shield and no greater than “light” encumbrance), your Parry is 2/3
  your Fencing skill (round down). Furthermore, you may parry twice per
  turn, rather than just once. (An All-Out Defense will let you parry any num-
  ber of times!)
  Passive Defense
  When you are attacked, you may also have a “passive” defense factor
  operating in your favor, thanks to your armor and shield. Passive defense
  always protects you, even if you are unconscious or unaware of the attack.
  If you have any passive defense at all, a defense roll of 3 or 4 will succeed
  for you! 
  Armor: The passive defense from your armor depends on its type, vary-
  ing from 1 to 6.
  Shield: The passive defense of your shield depends on its size: 1 for a
  buckler, up to 4 for a large shield. It does not protect against attacks from
  behind.
  Weapon Damage
  Rolling for Damage
  If an enemy fails his defense roll, you have hit him and may make a
  “damage roll.” This roll tells how much damage you did to your target. The
  number of dice you roll for damage is determined by your weapon (and,
  for low-tech weapons, by your own strength).
  If the enemy is wearing armor, the armor’s Damage Resistance (DR) is
  subtracted from the damage you roll. The Toughness advantage may also
  provide DR, which works just like armor and which adds to that of any
  armor worn.
  If you are lucky, you will roll enough damage to exceed your foe’s pro-
  tection and injure him!
  Injury
  If the total damage you roll exceeds the Damage Resistance of your foe
  (armor, skin, and so on) the excess hits are taken as damage. Example:
  Your “basic damage” when swinging your sword is 2d. You roll 2 dice and
  get an 8. The target has 3 points of DR, so 5 points of damage get through.
  Add the 50% damage bonus for a cutting weapon (2 points, because you
  always round down). The total is 7. So the target takes 7 hits of damage.
  Effects of Injury
  All injuries are assumed to be to the torso; specific hit locations are
  beyond the scope of GURPS Lite. Subtract the hits you take from your HT
  score. See p. 28 for more details. 
  
  GURPSLITE
  Shock: If you take a wound, your attack roll will be reduced (on your
  next turn only) by the number of hits you took. Wounds taken during the
  same turn are cumulative for this purpose. See p. 28.
  Knockdown and Stunning: If you take a single wound that does damage
  of more than half of your basic HT score, you must roll against your basic
  HT. If you fail the roll, you are knocked down!
  Whether or not you fall down, you are stunned. All active-defense rolls
  are at -4 until your next turn. At that time, you must roll against your basic
  HT. A successful roll means you recover, and can act normally that turn and
  thereafter. A failed roll means you are still stunned, and continue to stand
  there (or lie there) without making any maneuvers – and continue to take
  -4 on each active-defense roll!
  Severe Wounds: If you are reduced to 3 hit points or less, your Move
  and Dodge scores are both cut in half (round down). Your wounds are
  slowing you!
  Unconsciousness: If you take enough wounds to reduce your HT to zero
  or less, you are hanging on to consciousness by sheer willpower. At the
  beginning of each turn that your HT is zero or less, make a roll against
  basic HT, modified by Strong or Weak Will (if you have either). A successful
  roll means you can take your turn normally; a failed roll means you fall
  unconscious! Roll each turn, until you fail a roll and fall unconscious.
  Death: If your HT goes fully negative (for example, -10 if your basic HT
  is 10), you risk death – see p. 28. 
  Ranged Weapons
  Thrown Weapons
  There may be times when you want to throw a weapon. Do not roll
  against your weapon skill when you throw a weapon; roll against a “throw-
  ing” skill instead. A Snap Shot (one made without aiming) is at a -4. See
  Aim, p. 25. 
  If a weapon can be thrown, throwing it is a separate skill. All weapon-
  throwing skills are “easy” to learn, defaulting to DX-4.
  There is also the “generic” skill called Throwing. This is a “hard” skill. But
  if you have this skill, you can use it to throw anything – a knife, a baseball, a
  brick, a spear. 
  Your target can dodge, block, or parry a thrown weapon.
  If you hit, you do normal damage. Whether you hit or miss, your weapon
  falls on the floor. In a big fight, the GM probably shouldn’t let you recover
  the weapon at all; in a small battle, he may roll one die to see how many
  turns it takes you to get your weapon back!
  Missile Weapons
  Missile weapons are treated like other weapons; make your attack roll,
  let your foe make his defense roll, and then roll for damage. In GURPS
  Lite, assume all attacks are at a fairly close range unless the GM rules oth-
  erwise. To hit with a missile weapon, roll against your weapon skill. Attack
  at -4 for a Snap Shot (no aim); see Aim, p. 25. The target of a missile
  weapon may dodge, but may not parry. Arrows and quarrels may be
  blocked with a shield; higher-tech missiles cannot be blocked. 
  Bows and slings do not fire every turn. A bow, for instance, normally
  takes 2 seconds to reready, so it can only fire every third second. See
  Ready, p. 24.
  Modifiers for Ranged Attacks
  The GM may wish to apply the following situational modifiers to ranged
  attacks. If the target is:
  prone or crawling: -4 (-7 if behind cover)
  crouching, sitting, or kneeling: -2 (-4 if behind cover).
  behind someone else: -4.
  only partially exposed: -3.
  Explosions
  Explosions do concussion damage to everything nearby. World War II
  grenades would do from 2 to 5 dice damage, depending on type. A mere 
  10 lbs. of TNT would do 6d×20 damage. Apply full damage to anyone within
  2 yards. More distant targets divide damage by 4 per 2 yards range (1/4 at 2
  yards, 1/16 at 4 yards, and so on). Only fully sealed armor, or the DR from a
  sealed vehicle, protects against concussion.
  Explosions may also produce fragments; the radius of fragment effect is
  5 yards times the number of dice of concussion damage. The chance of
  someone’s being hit depends on far too many factors (cover, position, type
  of explosion) to discuss here; the GM should just assign a chance he thinks
  reasonable, and roll the dice! Anyone who is hit takes cutting damage, from
  1d-4 for thrown dirt to 2d for grenade shrapnel.
  Unarmed Combat
  Sometimes you will have to fight without weapons. This is unarmed com-
  bat. Anyone can engage in unarmed combat, but there are certain skills –
  Karate and Brawling – that will make you a more effective unarmed fighter.
  Punching
  A punch is an attack. Your “skill” for a punch is the best of DX, Brawling,
  or Karate skill. Damage is determined by your ST: it is Thrust-2 crushing
  damage, determined
  from the table on p. 18.
  Example: With ST 12,
  your Thrust damage is
  1d-1, so your punch
  does 1d-3 damage.
  Brass knuckles or
  plate-mail gauntlets add
  +2 to your punching
  damage. A rock or roll
  of coins in your fist will
  add +1 to the damage
  you do with a punch.
  The Karate and Brawling
  skills also give bonus
  damage – see the skill
  descriptions for details.
  Kicking
  A kick is treated
  exactly like a punch, but
  you roll at an additional
  -2 and you do straight
  thrust/crushing damage
  – or Thrust+1 if you are
  wearing heavy boots or
  something similar. If you
  kick and miss, you must make a DX or skill roll to avoid falling down!
  Parrying Bare-Handed
  If you are fighting bare-handed, you may parry a kick or punch with
  your hands, using half your basic DX as your Parry. Unarmed combat skills
  give you a better bare-handed parry: 2/3 your Brawling or Karate skill
  (round down). 
  If you parry a weapon bare-handed, your defense is at -3 unless you
  parry a thrust or are using Karate (use your normal parry). A failed parry
  means the weapon hits; the attacker may choose to hit where he was aim-
  ing, or to hit your arm! If your arm takes damage of more than half your
  HT, it is automatically crippled (see p. 28). 
  27
  
  28
  GURPSLITE
  INJURY, ILLNESS, AND FATIGUE
  The life of an adventurer is not all song and glory. You get tired. You get
  dirty. You may actually get hurt, or even worse, dead.
  Wounds and other injuries cause bodily damage, or “hits.” Your HT
  (health) score tells how many hits you can take. A character who goes
  down to 0 hit points will soon fall unconscious. It is possible to survive with
  a negative hit point-total. 
  General Damage (Lost Hit Points) 
  Someone who is wounded repeatedly will eventually weaken and col-
  lapse, even if no single injury is very great. Record hits on your character
  sheet. The effects of lost hit points are:
  3, 2, 1 hit points left: Your Move and Dodge are cut in half; you are reel-
  ing from your wounds.
  0 or less hit points left: You are in immediate danger of collapse. At the
  beginning of each turn, roll against your basic HT, plus or minus
  Strong/Weak Will. A success means you may take your turn normally. A
  failed roll means you fall unconscious. 
  -HT hit points: You must make your HT roll (use basic HT) or die.
  Another roll is required after each further loss of 5 hit points.
  -5×HT: Automatic death. You have lost a total of 6 times your original hit
  points; no one can survive that much injury.
  Shock
  When you are injured, your IQ and DX are reduced by that amount, on
  your next turn only. Example: If you take 3 hits of injury, your IQ, DX, and
  skills will be at -3 on your next turn. Active defenses are not DX-based skills. 
  This subtraction will most often affect weapon attacks – but any use of
  IQ, DX, or skills is affected. Therefore, on the turn after you are badly hurt,
  it may be a good idea to try flight, All-Out Defense, or the like, rather than
  counterattacking instantly. 
  This is only a temporary effect due to shock. On your following turn,
  your skills are back to normal. 
  Knockdown
  Anyone who takes damage greater than than half his HT in one blow
  must immediately roll against his basic HT. If he fails the roll, he falls and is
  stunned (see below). If he makes his HT roll, he keeps his footing, but he
  is still stunned. 
  Stunning
  Someone will be “stunned” if he takes damage greater than half his HT
  in one blow. 
  If you are stunned, all your active defenses are at -4 until your next turn.
  At that time, roll against basic HT to see whether you recover. A successful
  roll means you can act normally on that turn. A failed roll means you are
  still stunned and stand there mindlessly . . . The “stunned” state continues
  until you can make your HT roll and snap out of it. You may act again on
  the turn you roll successfully and shake off the daze. 
  Mental Stun: Someone who is surprised or shocked may also be men-
  tally “stunned.” The effects of this sort of stunning are just the same, but
  you must make your IQ roll, rather than your HT roll, to snap out of it.
  You’re not hurt – you’re confused.
  Crippling Injuries
  Sometimes, the GM may rule that a particular limb has been injured (by
  a trap, botched bare-handed attack or parry, or similar mishap). In this
  case, enough damage to an arm, leg, hand, or foot in one blow will cripple
  it. A hand or foot is crippled if it takes damage greater than 1/3 your HT. An
  arm or leg is crippled if it takes damage greater than half your HT. 
  For simplicity, any body part that has been rendered useless will be
  referred to as “crippled.” A crippled arm or hand cannot be used to attack
  or hold anything; for the effects of a crippled leg or foot, see the Lame dis-
  advantage. Make a HT roll for each crippled limb. On a success, the limb
  will work again once the victim has regained all his lost hit points. On a fail-
  ure, the limb will be crippled for 1d months. A critical failure indicates that
  the limb is severed or otherwise rendered permanently useless.
  First Aid
  Most of the HT loss from an injury is
  due to shock rather than actual physical
  damage. Therefore, prompt treatment
  after a fight can restore some of the lost
  hit points. 
  Simple bandaging, even done by a
  totally unskilled person, will restore 1
  lost hit point per fight – but no more, no matter how bad the injury. This
  takes 30 minutes per victim.
  First aid (a successful First Aid skill or default roll) will restore a vari-
  able number of hit points, depending on the tech level of the First Aid skill
  (see the table below) and the degree of success. A minimum of 1 point is
  always restored. This is not cumulative with simple bandaging . . . some-
  times, first aid is no more effective than plain bandaging. 
  Great Success or Failure: On a critical success, the victim regains the
  maximum possible HT for that tech level. On a critical failure, the victim
  loses 2 hits, and bandaging will not help. 
  Natural Recovery
  Natural recovery will cure any number of hits. At the end of each day of
  rest and decent food, the victim may roll against his basic HT. A successful
  roll results in the recovery of 1 hit point. The GM may modify the roll down-
  ward if conditions are bad, or upward if conditions are very good. 
  If the victim is under the care of a competent Physician (skill level 12 or
  better) the victim gets a +1 on all healing rolls.
  Recovering From Unconsciousness
  This depends on the severity of your injuries. If your HT is still positive,
  roll vs. HT every hour to awaken (or, if you have lost no more than 2 HT,
  roll every 15 minutes). 
  If your HT is negative, but not fully negative, you will become conscious
  in as many hours as your HT is negative, or a maximum of 12 hours.
  Example: Your HT is -8 after the battle. You will wake up (still with -8 HT)
  in 8 hours. When you awaken, you can call for help or even try to drag
  yourself to shelter. 
  If your HT has gone “fully negative” – e.g., HT of -10 or worse for some-
  one with a basic HT of 10 – you are in bad shape. If you can make a roll on
  basic HT, you will awaken (as above) after 12 hours, and can try to help
  yourself. If you fail the roll, you stay in a coma and die unless you are
  helped within (HT) hours. 
  Other Hazards
  Adventurers often face other dangers, including . . .
  Flame
  Walking through fire does 1d-3 damage per second; actually standing in
  fire does 1d-1 damage per second. Armor protects you completely against
  ordinary heat or flame for a number of turns equal to 3 times its DR. After
  that, it still protects against flame, but the wearer must roll vs. HT every turn
  to resist the heat of the fire. A failed roll costs 1 point of fatigue (p. 29).
  Example: Heavy leather protects against all damage for 6 turns. After that,
  the wearer starts making HT rolls.
  Tech
  Time
  Hits
  Level
  per victim
  restored
  1
  30 minutes
  1d-4
  2, 3
  30 minutes
  1d-3
  4
  30 minutes
  1d-2
  5
  20 minutes
  1d-2
  6, 7
  20 minutes
  1d-1
  8+
  10 minutes
  1d
  
  29
  GURPSLITE
  Falling
  When you fall, roll for damage as follows: 
  1 or 2 yards: (1d-4) damage per yard
  3 or 4 yards: (1d-3) per yard
  5 or more yards: (1d-2) per yard
  If you land on something soft, subtract 1 point per
  yard fallen. A successful Acrobatics roll will reduce the
  effective distance of your fall by 5 yards.
  Terminal velocity – the maximum speed a falling
  object can achieve – varies for humans, but is normally
  reached after 3 or 4 seconds of falling. Therefore, treat
  any fall of more than 50 yards as only 50 yards.
  For simplicity, assume that armor protects against
  falling damage at half its usual DR.
  Falling Objects
  If you are hit by a hard falling object, calculate the damage done as fol-
  lows: round its weight off to the nearest 10 pounds, and the distance it fell
  to the nearest 10 yards. Multiply the number of 10-pound and 10-yard
  increments . . . and take that many dice of damage. For simplicity, when
  dealing with falling objects, treat any fall of more than 200 yards as 200
  yards.
  Example: A 20-lb. rock, falling 30 yards, does (2×3)=6 dice of damage. 
  A very light object, or one that falls a short distance, does less damage.
  Any weight or distance of 2 or less should be treated as 10 – but halve the
  final damage. Soft objects (living things, for instance) do half damage for
  their weight. 
  Poisons
  Types of poison include contact agents (which only have to touch the
  skin); blood agents (which must enter the body through a wound or injec-
  tion); digestive agents (which must be swallowed); and respiratory agents
  (which must be inhaled).
  Poison is commonly met on weapons; on darts, needles, or spikes in
  traps; in food or drink offered by a treacherous foe; and in the bite of cer-
  tain animals.
  The effects of an individual poison are up to the GM. Aside from damage,
  poisons may temporarily reduce ST, DX or IQ (and all related skills and
  abilities).
  As a rule, anyone who is poisoned will get a modified HT roll to avoid the
  poison’s effects. The more toxic the poison, the harder the HT roll. Some
  especially virulent poisons will have a reduced effect even on those who
  resist! 
  The description of a poison should include:
  Name, general description, and source.
  Type: contact, blood, respiratory, digestive, or a combination.
  Cost per dose (a dose is enough to poison one person or envenom one
  weapon).
  Effects of the poison if it is not resisted. Most poisons are slow; time will
  be specified. Unless specified otherwise, multiple doses will have no extra
  effect.
  HT roll allowed to resist the poison.
  Effects of the poison (if any) on someone who resists it.
  Illness
  Strange diseases may affect the adventurer in far lands. The invention of
  diseases is an excellent opportunity for the GM to exercise a morbid sort of
  creativity!
  Anyone in a disease-ridden area, or encountering a disease carrier, is in
  danger. (Exception: the Immunity to Disease advantage protects wholly
  against disease.) Most diseases allow a HT roll to resist, made in secret by
  the GM. Roll against HT once per day; a failed roll means you catch the dis-
  ease. From the table below, choose the least advantageous roll each day: 
  Avoided all contact with possible victims: HT+4
  Entered dwelling or shop of victim: HT+3
  Spoke with victim at close quarters: HT+2
  Touched victim briefly: HT+1
  Used victim’s clothes, blankets, and so on: HT
  Ate victim’s cooked flesh (animal, we hope!): HT
  Ate victim’s raw flesh (ditto!!): HT-1
  Prolonged contact with living victim(s): HT-2
  Kissing or other intimate contact with victim: HT-3
  These chances are not cumulative; roll anew each day. The GM may
  require a harder roll for a virulent plague, or an easier one for a less conta-
  gious one.
  Symptoms
  Disease symptoms usually appear at least 24 hours after the disease is
  caught. Most diseases aren’t contagious until after symptoms appear. Typical
  symptoms include daily HT loss (which may endanger the victim) for sever-
  al days; loss of ST, DX, or IQ; fatigue; sneezing, coughing, spots, sores, or
  rash. Severe symptoms could include delirium, unconsciousness, blindness,
  and so on.
  Diagnosis
  When symptoms of a disease are apparent, the GM should roll each
  character’s Diagnosis skill, or IQ-6. Success means he identifies the disease.
  Totally new illnesses can’t be identified, but a very good roll might give
  enough information to help.
  Recovery
  Typically, a disease sufferer must make a daily HT roll (possibly at a
  penalty). This roll, and the effects of failure, vary with each illness. For a
  “generic” disease, a failed roll might mean you lose 1 HT; a success would
  let you regain 1 HT.
  When you have recovered all HT lost to an illness, you are cured. If your
  illness allows HT rolls to attempt to recover, a roll of 3 or 4 means the dis-
  ease has vanished (lost HT must be recovered in the normal fashion).
  For some diseases, recovery will be aided by use of appropriate drugs.
  For most diseases, a physician’s care (as for injuries) will aid attempts to
  recover.
  Fatigue
  Fatigue represents lost strength, just as injury represents lost health. If
  your ST is 10, you can lose 10 “fatigue points” before falling unconscious
  from exhaustion. Keep separate track of any fatigue you lose or regain.
  Fatigue does not affect HT at all.
  You can suffer fatigue from exertion, running long distances, heatstroke,
  and so on. You will also suffer fatigue at the end of each battle that lasts
  more than 10 seconds; the amount is equal to your encumbrance, plus 1.
  Fighting in armor is hard work!
  While your ST is reduced due to fatigue, any “test of skill,” attempt to lift
  or throw an object, or other use of ST will be made at the reduced ST score.
  Likewise, your score in any ST-based skill will be reduced by the amount of
  your fatigue.
  The basic damage you do with weapons is unchanged. This is for
  playability, to avoid constant re-figuring of weapon effects!
  Likewise, your Move score is not affected by fatigue until your ST 
  reaches 3. At that point, cut your Move in half, rounding down.
  If fatigue reduces your ST to 0, you fall unconscious and automatically
  rest until your ST reaches 1 and you awaken. You cannot have “negative”
  fatigue or a “negative” ST.
  
  Sample Fatigue Costs
  Marching: Each hour of road travel gives fatigue equal to your encum-
  brance level +1. Add 1 more in hot climates.
  Running or Swimming: After each 100 yards traveled, roll vs. HT. A
  failed roll costs 1 point of fatigue.
  Overexertion: Carrying more than 20 times ST, or pushing or pulling a
  very heavy load, costs 1 fatigue per second.
  Losing Sleep: A night without sleep costs 5 fatigue. Losing a half-night of
  sleep costs 2 fatigue.
  Recovering from Fatigue
  Anyone suffering fatigue may regain the lost ST by resting quietly. Talking
  and thinking are allowed; walking, or anything more strenuous, is not rest!
  Each 10 minutes of rest will cure 1 point of fatigue. The GM may allow an
  extra point of fatigue to be regained if you eat a decent meal while resting.
  Fatigue due to lost sleep is regained only by getting a full night of sleep!
  This restores all lost fatigue.
  MAGIC
  Magic is a fickle supernatural force that can sometimes be used to per-
  form miraculous feats.
  Basic Concepts
  Magical Aptitude (Magery): The advantage (see p. 10) of being attuned
  to magic.
  Mage: Someone with Magery.
  Spell: A magical skill. Spells are usually Mental/Hard skills. When learn-
  ing spells, add Magery to IQ (so someone with IQ 15 and Magery 3 earns
  spells as if his IQ were 18). You must spend at least 1 point on each spell.
  Wizard: Anyone who knows spells.
  Casting a Spell: Using a spell skill. This requires
  a roll against one’s skill level with the spell.
  Caster: The person using the spell.
  Subject: The target of a spell, which may be a
  person (including the caster), place, or thing.
  Mana: The source of magic. Its strength (mana
  level) varies in different places, as set by the GM or
  scenario. In no mana, magic doesn’t work. In low mana, only mages can
  cast spells, and at -5 to skill. In normal mana, mages can cast spells at full
  skill. In high mana, anyone can cast spells at full skill.
  Properties of Spells
  Each spell has some basic statistics:
  Time to Cast: The time required to activate the spell. Unless specified
  otherwise, time to cast is 1 second.
  Duration: The length of time the spell will last. Until a spell’s duration
  ends, it’s considered to be “on” and gives the wizard a -1 penalty when cast-
  ing other spells.
  Cost: The number of ST points temporarily “spent” by the wizard to fuel
  the spell (see Fatigue, p. 29). This returns at the rate of 1 point per 10
  minutes if the wizard rests.
  Prerequisite: IQ or Magery requirements that must be met and spells
  that must be known at level 12+ before the spell can be learned. Some
  spells have no prerequisite.
  Casting Spells
  To cast a spell, the wizard must concentrate for the entire “time to cast.”
  At the start of his next turn, he rolls against his skill with the spell. He’s at -1
  for every spell he has “on” and -5 if he can’t see or touch the subject. The
  subject’s Magic Resistance (if any) is also subtracted from skill.
  If the roll succeeds, the caster pays the cost and the spell is activated; on
  a critical success, he pays no cost! If the spell fails, the caster pays 1 ST and
  nothing happens; on a critical failure, he pays the full cost and suffers a
  minor disaster (a bad smell, blinding flash, slight damage, etc. – the GM
  chooses). Regardless of the outcome, the caster may act normally after he
  rolls the dice; that doesn’t count as his action for the turn.
  Distraction: A wizard who is grabbed, shoved, wounded, or forced to
  make an active-defense roll (p. 26) while concentrating may be distracted.
  He must make a Will-3 roll or lose his spell.
  Injury: A wizard who’s injured while concentrating casts his spell at a
  penalty equal to his wounds.
  Maintaining Spells
  Some spells can be maintained: when the duration expires, more ST
  can be spent to keep the spell going for another period equal to the dura-
  tion. This can be kept up until the wizard runs out of ST. If it’s possible to
  maintain a spell, a “cost to maintain” will be listed.
  Canceling Spells
  Once cast, a spell lasts for the entire duration. If a wizard wishes to end
  his spell before that time, he loses 1 point of ST.
  Classes of Spells
  Every spell belongs to a class: regular, area, missile, or resisted.
  Regular spells use the rules as written.
  Area spells affect a circular area. They have a “base cost” stat instead of
  “cost.” This is multiplied by the desired radius in yards to get the final ST
  cost. If the spell succeeds, the entire area is affected.
  A missile spell appears in the caster’s hand when the spell roll is made.
  The wizard then hurls it like a thrown weapon (p. 27). The attack is rolled
  against Spell Throwing skill (Physical/Easy). If it hits, the missile injures the
  target as per the spell description.
  Resisted spells are treated as quick contests (p. 2). The caster rolls
  against his spell level, modified as usual. The subject rolls against an attribute
  (which attribute is determined by the spell) plus Strong Will or Magic
  Resistance (if any). The caster must win the contest to affect the subject.
  SOME COMMON SPELLS
  Many more spells exist; see GURPS Magic.
  Create Fire 
  Area
  Creates fire without fuel. This will fill the entire area, igniting flammables
  and inflicting damage as per the Flame rules (p. 28). Cannot be cast within
  an object.
  Duration: 1 minute.
  Base Cost: 2; half that to maintain.
  Prerequisite: Ignite Fire.
  Daze
  Resisted by HT
  The subject looks and acts normal, but simply won’t notice what’s going
  on around him, or remember it later. Any injury, or successful resistance to
  a spell, breaks the spell.
  Time to Cast: 2 seconds.
  Cost: 3 to cast; 2 to maintain.
  Duration: 1 minute.
  Prerequisite: Foolishness.
  Detect Magic
  Regular
  Lets the caster determine whether any one object is magical. A critical
  success will also identify the exact spell.
  Time to Cast: 5 seconds.
  Cost: 2.
  Duration: Instantaneous.
  Prerequisite: Magery.
  30
  GURPSLITE
  
  Fireball 
  Missile
  Lets the caster throw a ball of fire from his hand. When it strikes some-
  thing, it does damage and vanishes in a puff of flame that may ignite flam-
  mables.
  Time to Cast: 1 second per 1d damage (maximum 3).
  Duration: Until thrown.
  Cost: 1 to 3; the fireball does 1d damage per point of ST spent (maximum 3).
  Prerequisite: Magery, Create Fire, Shape Fire.
  Foolishness 
  Resisted by IQ
  Reduces the subject’s IQ temporarily. Ability with all spells and IQ-based
  skills is reduced as well.
  Duration: 1 minute.
  Cost: 1 for every point of IQ reduction (maximum 5); half that (round
  up) to maintain.
  Prerequisite: IQ 12+.
  Haste 
  Regular
  Increases the subject’s Move and Dodge by 1 to 3.
  Time to Cast: 2 seconds.
  Duration: 1 minute.
  Cost: 2 to cast and 1 to maintain for every point added to Move and
  Dodge (maximum 3).
  Ignite Fire 
  Regular
  Sets fire to a readily flammable, nonliving object.
  Duration: 1 second.
  Cost: Depends on heat. 1 will light a candle, tinder in 1 second; 2 will
  ignite paper in 1 second, someone’s clothing in 4 seconds; 3 will
  ignite dry firewood or someone’s clothing in 1 second, leather in 2
  seconds, and heavy wood in 6 seconds; 4 will ignite coal in 1 sec-
  ond, heavy wood in 2 seconds. Same to maintain.
  Lend Health 
  Regular
  Lets the caster spend ST to temporarily restore any amount of the sub-
  ject’s lost HT; when the spell ends, the injuries return. Cannot increase HT
  above its original level.
  Duration: 1 hour.
  Cost: 1 per point of HT restored. Cannot be maintained.
  Prerequisite: Lend Strength.
  Lend Strength 
  Regular
  Lets the caster transfer ST to restore someone else’s missing ST. Cannot
  raise ST above its original level.
  Duration: The subject’s ST is restored instantly; the caster’s ST recovers
  normally.
  Cost: Any; ST is transferred on a one-to-one basis.
  Prerequisite: Magery or the Empathy advantage.
  Light 
  Regular
  Produces a small light like a candle flame. The caster may move it at 
  5 yards per second by concentrating.
  Duration: 1 minute.
  Cost: 1 to cast; 1 to maintain.
  Minor Healing
  Regular
  Restores up to 3 HT to the subject. Skill is at -3 per attempt after the first,
  when used on a given subject more than once per day by the same caster.
  Duration: The injury is fully healed.
  Cost: 1 to 3 – the amount of HT restored to the subject.
  Prerequisite: Lend Health.
  Shape Fire 
  Area
  Lets the caster move flame around, changing its shape but retaining its
  volume. Fire can be moved at 5 yards per second, but won’t move to a place
  where it cannot burn.
  Duration: 1 minute.
  Base Cost: 2; half that to maintain.
  Prerequisite: Ignite Fire.
  Shield 
  Regular
  Adds to the subject’s passive defense. This PD behaves as if it were armor.
  Duration: 1 minute.
  Cost: Twice the PD added, up to +5 PD (costs 10); half that to maintain.
  Prerequisite: Magery 2.
  Sleep 
  Resisted by HT
  The subject falls asleep (if standing, he falls down) and sleeps for 8
  hours unless awakened. Upon awakening, he is mentally stunned (p. 28)
  and must make an IQ roll to recover.
  Time to Cast: 3 seconds.
  Cost: 4.
  Duration: An instant; the ensuing sleep isn’t magical.
  Prerequisite: Daze.
  GAME WORLDS
  When designing a new setting for your game, start with the checklist
  below. It is by no means exhaustive, but if you take the time to describe
  these items, you’ll be off to a good start.
  Cultures and Customs
  Adventure Settings
  Skills, Jobs, and Professions
  Medicine
  Monsters and Animals
  Transportation
  Technology and Communications
  Maps
  Weapons and Combat
  Politics and Religion
  Special Advantages and Disadvantages
  Mana Level(s)
  JOBS
  It’s up to the GM to define the jobs available in his game world. A job is
  defined by several things: 
  Description: The job’s title, and exactly what the job entails.
  Prerequisite Skills: The skills needed to do the job (if any), and the
  minimum required level in each. Some jobs also have prerequisite advan-
  tages.
  Job Success Roll: At the end of every month in which a character works,
  he must roll against one of the prerequisite skills for his job (selected by
  the GM) – possibly at a penalty, for difficult jobs. Jobs without prerequisites
  may have a flat success roll (e.g., all characters roll vs. 12) or require an
  attribute roll (e.g., ST or IQ). If you roll anything but a critical success or
  critical failure, just collect the monthly pay (below) and go on. On a criti-
  cal success, you get a 10% permanent raise in income. Results of a critical
  failure vary; loss of the job is typical, but the GM should be creative. 
  Monthly Pay: The amount of money earned on a successful roll.
  Remember that unless the economy is under some sort of stress or outside
  control, jobs will never be high-paying unless they are difficult (hard suc-
  cess roll), dangerous (severe consequences on a failed success roll), highly
  trained (difficult skill prerequisites), or privileged (difficult Status or
  Wealth prerequisites; e.g., see Wealth Level, below). 
  Wealth Level: Each job has a wealth level, which can be poor, strug-
  gling, average, comfortable, or wealthy. This is the minimum level of
  wealth a character must have if he holds that job. Very Wealthy and Filthy
  Rich characters get “wealthy” jobs, but Very Wealthy people take home
  twice the listed pay for any job, and the Filthy Rich get 10 times the listed
  pay! 
  31
  GURPSLITE
  
  32
  GURPSLITE
  GAME TIME
  Game time is the time that passes in the game world. The GM is the judge
  of how much time has passed. 
  Time During Adventures
  Combat is played out in “slow” time. One combat turn equals one sec-
  ond. It may take a minute or so for each combat turn, especially if players
  are inexperienced or the battle is a large one. But combat is usually a life-
  or-death situation, and you need to give players time to think.
  Conversations, attempts to pick locks, attempts to escape from traps, and
  similar situations are played in “real” time. If the players spend 10 minutes
  discussing how to best approach an NPC merchant . . . their characters
  spent 10 minutes talking outside the shop.
  Routine travel, and so on, is handled in “fast” time. When the party is
  walking along a trail, for instance, the GM can simply skip the time between
  encounters. Tell the players when they meet someone, when they come into
  a town, or when night falls. Just compress the rest of the time.
  Time Between Adventures
  In a continuing campaign, you also need to keep track of time between
  adventures. This can always be the same amount of time, or the GM and the
  players can simply agree on a “logical” time to pass between the end of one
  adventure and the beginning of the next. It is often a good idea to let a
  month or two go by, to allow time for healing, earning money at “ordinary”
  jobs, and so on.
  Of course, no game time at all has to pass between sessions, if you can’t
  finish an adventure in one session. If, when you quit play, the party has just
  confronted a rampaging Tyrannosaurus, that Tyrannosaurus will get no
  closer in the real-world week before you can play again! 
  TECH LEVELS
  A tech level (TL) is a general description of a culture’s highest achieve-
  ment in technology. It is possible for a locale, nation, or world to have wide-
  ly varying TLs in different subjects. Tech levels run from 0 to 16. High TLs
  are likely to seem like magic to anyone of a sufficiently low TL! Standard
  tech levels are:
  Characters and Tech Levels
  Skills: Many skills are different at each tech level. These skills are indi-
  cated by a /TL on the Skill List. When you take this skill, supplement the TL
  with the tech level at which you learn the skill. An engineer in a medieval
  world, for instance, would learn Engineer/TL3, while a modern engineer
  would learn Engineer/TL7; for game purposes, these are separate skills.
  When characters are from differing tech levels, being from a higher TL
  than the campaign norm is an advantage; being from a lower TL is a disad-
  vantage. To reflect this, use the advantage High Technology (p. 10) or the
  disadvantage Primitive (p. 13).
  TRAVEL BETWEEN GAME WORLDS
  One of the chief purposes of the GURPS design is to let players move
  between different game worlds without learning a whole new set of rules
  each time. A player can participate in several campaigns, each in a different
  place or time, and play a different character in each one. Each character
  stays in his own world. But the characters can also move from one world to
  another, in two ways:
  (1) A player can develop a character in one game world and then bring
  that character into another game world. An example might be a medieval
  wizard, hurled hundreds of years into the future by a magic spell, partici-
  pating in a World War II adventure. 
  (2) An entire campaign can move from one game world to another. For
  example, suppose the party is the crew of an interstellar trading ship. They
  crash-land on a primitive planet. Until they can make their way to the space-
  port, on the other side of the world, they have effectively been dropped into
  the 12th century!
  Differences in Worlds
  As a rule, the more different two worlds are, the harder it should be for
  PCs to move between them deliberately. Significant differences would
  include:
  Very low-tech world vs. very high-tech world.
  Low-mana world, with little or no magic, vs. high-mana world.
  Largely- or all-human world, vs. world with many races.
  War-wracked, plague-ridden world, vs. peaceful, decadent world.
  Certainly any or all of these differences could exist on a single planet! But
  they would not be found next door to each other. So GMs should make trav-
  el between incompatible worlds difficult. This achieves an effect that is very
  rare in gaming; it improves both realism and playability. “Rule changes”
  can be a lot of fun, but don’t make them too much of a surprise.
  There you have it. You can use GURPS for any kind of roleplaying cam-
  paign, in any world you can dream of . . . and you can move easily between
  worlds, with the same characters or different ones. Lots of support is avail-
  able . . . but all you really need is this booklet. Have fun!
  GURPS on the World Wide Web
  GURPS is supported, massively, on the World Wide Web. Our main page is
  www.sjgames.com. The GURPS section is at www.sjgames.com/gurps/.
  There is so much free material on the web (articles, adventures, world
  descriptions, characters . . .) that with GURPS Lite and a net connection,
  you could play for the rest of your life without ever spending a penny. But
  we hope that you like the system enough to occasionally buy a book . . .
  You may also want to check our online magazine, Pyramid
  (www.sjgames.com/pyramid/), which covers not just GURPS, or even
  just roleplaying, but all kinds of games: computer games, boardgames, card
  games . . . the whole field.
  0. Stone Age: fire, lever, language. 
  1. Bronze Age (Athens): wheel,
  writing, agriculture.
  2. Iron Age (Rome): keystone arch.
  3. Medieval (pre-1450): steel
  weapons, math with zero. 
  4. Renaissance/Colonial (1450-
  1700): gunpowder, printing.
  5. Industrial Revolution (1701-
  1900): mass production, steam
  power, telegraph.
  6. World War I - II (1901-1950):
  cars, airplanes, radio.
  7. Modern (1951-2000): computer,
  laser, miniaturization, mature
  fission technology.
  8. Microscience (2001-2050?): AI,
  gengineering, longevity,
  micromachines, early fusion
  technology.  
  9. Nanoscience: environmental
  engineering, nanomachines,
  sentient AI, mature fusion
  technology.   
  10. Antimatter: AM power, artificial
  gravity, slow FTL radio.
  11. Force: force screens, tractor
  beams, fast FTL radio. 
  12. Gravitic: contragravity, grav
  compensators, personal 
  force screens.
  13. Worldbuilding: full terraforming
  of planets. 
  14. Dysonian: construction of
  worlds, ringworlds, and so on.
  15. MT: matter transmission, cosmic
  power.
  16. As you wish . . .
  
  STEVE JACKSON GAMES
  STEVE JACKSON GAMES
  e23.sjgames.com
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SOURCE: textdata/thevault/GURPS [multi]/GURPS - Lite.pdf