GURPS Lux

Note to advance readers

The collapsible details have been left open by default in this draft; they will ultimately be closed by default.

Introduction

This is a tutorial for GURPS 4th edition. If you have basic familiarity with tabletop RPGs but are new to GURPS, this is for you. I hope it will provide the basic GURPS literacy that would make it easier to move on to the Discworld RPG, the Dungeon Fantasy RPG (DFRPG), the Vorkosigan Saga Sourcebook and RPG, GURPS Lite, or the GURPS Basic Set. This tutorial strives to convey GURPS' concepts, but ultimately won't present a playable game. For that, move on to one of the above.

We'll begin with an extremely barebone set of rules and then add things a few at a time. In service of simplicity, I'll say a few things I'll take back or qualify later. A lot of things I'll qualify later, but I'll keep to a minimum the things I take back altogether.

We will assume a modern setting. I'm omitting anything supernatural or science fictional, and avoiding "cinematic" options. Keep in mind as we go that I'm covering ordinary humans in a mundane world and any number of rules or limits or guidelines would be different if we were considering wizards or robots or superheroes.

Some sections will have collapsed end-notes labelled "Details" to cite sources for rulings or otherwise provide commentary, as below. These are for any old hands at GURPS and will sometimes refer to topics that haven't yet been covered. They won't be useful to beginners – I encourage beginners to skip them.

Hi. I'm a detail that's not useful to beginners.

Acknowledgements

My thanks to Ulzgoroth, whose feedback on a draft of this document improved it substantially.

Any misstatements that remain are all my fault. Please contact me; I'll correct any errors.

I also thank all the GURPS writers and editors and bloggers and the participants on the GURPS forums and GURPS subreddit.

Steve Jackson Games Online Policy Compliance

GURPS is a trademark of Steve Jackson Games, and its rules and art are copyrighted by Steve Jackson Games. All rights are reserved by Steve Jackson Games. This game aid is the original creation of Zed Lopez and is released for free distribution, and not for resale, under the permissions granted in the Steve Jackson Games Online Policy.

How to roll for success

Sam has a 13 in Climbing, and needs to climb a chain link fence. The GM says that she's at +2 because chain link fences are pretty easy to climb, but she's at -1 because she has a heavy pack on. That's a net +1 modifier to her 13, so she wants to roll 14 or under. She rolls three 6-sided dice, and they add to 15 – a failure. The GM tells her she's falling.

That's the fundamental GURPS mechanic – the success roll. Your ranking in the relevant skill is called your base skill for the roll (13 in this example), and the number after any modifiers is called your effective skill (ES), 14 here.

You roll three 6-sided dice, and add them. You want to roll low – a 3 or 4 always means a success and a 17 or 18 always means failure. Otherwise, if you roll at or under your Effective Skill, you succeed; if you roll higher, you fail.

Skills are the sort of aptitudes your character has that could be taught or studied or otherwise trained. A skill level of 8 would be a beginner or a bungler; 12 would be someone solidly competent; 18 would be world-class, possibly world-famous.

Things about your character, or the circumstances, or the environment might mean bonuses or penalties to your chance of success. Some of these will be spelled out by specific rules; others might owe to the GM's judgement in the moment. Normally, these are simply cumulative – they're all added together along with your Base Skill to make up your Effective Skill.

Some games represent skills with 12 to 20 broad skill categories. Some have dozens of narrower skills. GURPS offers a very large number of discrete skills – any distinct profession, art, craft, academic field, or operation of a vehicle or specialized equipment gets its own – Knot-tying, Lockpicking, Musical Instrument (Trumpet). As we go, we'll touch on some of the usual skills as well as how to play without using a long skill list.

Gaming in 3d

GURPS uses 6-sided dice exclusively. Rolling 3d means you roll 3 dice and add them – it's how you'd describe rolling for a Success Roll. Sometimes these are listed with a modifier – 2d+1 means roll 2 dice, add them and then add 1, 1d-1 means roll 1 die and subtract 1, etc.

Attribution

Besides skill rankings, you have attributes, representing the things most fundamental to what your character is good or bad at (listed here with the standard abbreviations you'll see in GURPS publications):

  • Strength (ST) – physical might, ability to withstand injury
  • Dexterity (DX) – agility, reflexes, coordination, and manual dexterity
  • IQ (IQ) – problem solving, creativity, intuition, memory, social skills – not the "IQ" of real-world IQ tests!
  • Health (HT) – endurance, hardiness, and resistance to disease
  • Will (Will) – mental toughness, ability to resist psychological stress
  • Perception (Per) – awareness and senses

The average attribute value for a healthy able-bodied young adult is 10. Most people are in the 8 to 12 range. 13-14 is exceptional, even conspicuously so. GMs often set a maximum of 14 or 15 for PCs' attribute scores. (Strength can go higher, as we'll discuss later.)

The GM tells Sam to roll against her Dexterity to see how well or badly she falls. Sam's Dexterity is 12; the GM says there aren't any modifiers. She rolls a 9, succeeding. The GM tells her she landed well, without injury.

Sometimes you make Success Rolls using an attribute as your Base Skill (you'd still say 'base skill' and 'effective skill' when talking about the roll). Attributes play a fundamental role in determining your character's aptitudes and abilities – we'll have a lot more to say about them as we go.

The range of scores might remind D&D players of that game's attributes, but don't read too much into that resemblance – in GURPS, high scores are much rarer (for ordinary humans, at least).

The distinction that Will and Perception are Secondary Characteristics and not Basic Attributes will come later.

The Things We Roll About When We Roll About Success

If all of the following apply to a character's attempt to do something, the GM will probably call for a roll:

  • it's neither so easy that success seems assured nor so hard failure seems certain
  • the situation is tense or dangerous
  • the stakes are substantial – something important could be gained or lost
  • both failure and success would be dramatically interesting

If none of them apply, the GM probably won't, but just say that the character did the thing and move on, or else that the character realized what they had in mind wasn't possible or maybe that they tried it and nothing happened. In many situations, some but not all of these criteria apply and the GM makes a judgement call.

Marginal results

Sometimes we care not just about success vs. failure but by how much a roll succeeded or failed. If you succeeded, your margin of success is your Effective Skill minus your roll, unless that would be less than 0 – then it's 0. If you failed, your margin of failure is your roll minus your Effective Skill, unless that would be less than 1 – then it's 1.

Pierre is sitting on a sidewalk, soliciting spare change. An hour of Panhandling yields $2 times your roll's Margin of Success, and Pierre has Panhandling at 13. The GM rules that there aren't any relevant modifiers and has him roll to see how he did in his first hour. He rolls a 5, so his Margin of Success is 8. Pierre makes $16.

We need to say the minimum Margin of Success is 0 because 3-4 always succeeds, even if your ES is lower than the roll. So if your ES was 3 and you succeeded by rolling a 4, your Margin of Success would be 0.

If your ES is 16 or more, the only way to fail is by rolling 17 or 18. And if your ES is 17 or more, then any failure's Margin of Failure would be 1.

You may have noticed that in the Panhandling case above, if Pierre had rolled a 13, it would be a success with a Margin of Success of 0 for a gain of $0. It's not common, but this isn't the only case of rules defining outcomes in terms of a multiple of the Margin of Success. So the rules as written clearly say the minimal success is indistinguishable from failure in these cases, and I've never seen a ruling indicating otherwise.

So far as I know, no GURPS publication provides guidance on these minimum margins and neither are they mentioned in the official or unofficial FAQs. Rulings in the forum state them clearly. 1 2 3

Quick Contests

The simplest case of opposition is resolved with a quick contest – both sides make Success Rolls. If one succeeds and the other fails, the one who succeeded wins, no surprise.

Bill's trying to force his way through a door; Ted's inside, trying to force it shut. The GM calls for a Quick Contest, with both of them rolling against Strength. Bill has a Strength of 13 and rolls a 14 – a failure. Ted has a Strength of 11, and rolls 11, barely succeeding. Ted wins and shuts the door.

Sometimes both sides roll against the same skill or attribute, but often they'll be different.

Rosa (Stealth 11) is sneaking into a camp, despite a posted sentry (Perception 9). The GM calls for a Quick Contest, ruling that the sentry is at -1 due to partial darkness, for an Effective Skill of 8. Rosa rolls a 13, failing. The GM rolls a 9 for the sentry, also failing.

If both succeeded or both failed, you look to the margins of success or failure. The winner is whoever succeeded most or failed least. If both sides succeeded, the one with the larger Margin of Success wins; if both sides failed, the one with the smaller Margin of Failure wins.

"Success" and "failure" above refers to each side's result on their Success Roll; "win" and "lose" refers to the result of the contest itself.

In contexts where there's something like an attacker and defender, ties go to the defender – we'll see some examples of this later. Otherwise, a tied result means just that – they tied, and the GM decides what that means.

Rosa's Margin of Failure is 13-11 = 2. The sentry's is 9-8 = 1. The sentry failed less, spots Rosa, and shouts an alarm.

The examples above involve people working directly counter to each other, but a Quick Contest might also apply to competitions whose participants aren't directly interacting.

Jack and Jill are competing in a swim meet. The GM calls for a Swimming Quick Contest to see who wins.

And sometimes you can be in a Quick Contest even though your opposition isn't even there.

Sam lost a fight and wakes up alone tied to a chair in the crime syndicate's headquarters. She tries to escape. She has Escape at 13. The no-longer-present henchman who tied her up has Knot-tying at 10. The GM rolls an 8 for the henchman, a success with a Margin of Success of 2. Sam rolls a 9, also succeeding, but with a Margin of Success of 4. Her Margin of Success is higher, so she escapes. (The GM could have made the Knot-tying roll earlier and noted the result, but chose to wait until it actually mattered.)

Quick Contests govern most opposition outside of combat. Combat has its own rules that we'll get to later.

Reaction Rolls

When PCs interact with NPCs, the GM may make a reaction roll to see how warmly (or not) the NPC reacts. Reaction rolls use 3d, but are not Success Rolls. Modifiers are added to the roll, there's no target number, and a high roll is better. Results are read from a table; a very brief version is below. For a more complete table, consult GURPS Lite.

Roll Result Description
<=0 Disastrous Actively hostile
1-3 Very Bad Will act against PC if convenient
4-6 Bad Will act against PC if there's advantage in it
7-9 Poor Unimpressed – could turn hostile, very hard to get help from
10-12 Neutral Will ignore the PC if possible, or deal perfunctorily with them
13-15 Good Likes PC and will be helpful, within reason
16-18 Very Good Impressed and actively helpful
19+ Excellent Willing to go to risk to act in PC's interests

Maybe there's just no way to get anything better than Bad response from an NPC, for instance, a guard who just caught you in the bank vault. Or maybe another NPC is really friendly and generous. The GM is at liberty to set a maximum or minimum or both on the response the PC will get, or to decide in advance that a bonus or penalty applies, or to decide on a modifier in the moment based on how well the PC made their approach.

The GM generally makes reaction rolls privately, so it can be a surprise that the seemingly sympathetic underling was leading you into a trap.

Jack wants to cut the line to get into a nightclub. The GM decides to let a reaction roll for the bouncer decide the outcome, and rolls an 11. That's a Neutral result; the bouncer simply tells Jack to go to the back of the line.

Influencing people

There are a lot of social skills among GURPS' skills. These, in particular, allow influence rolls.

  • Diplomacy – reasoned and measured bargaining
  • Fast-Talk – baffling with BS
  • Intimidation – using threats and menace
  • Savoir-Faire – using your familiarity with a particular subculture
  • Sex Appeal – flirting
  • Streetwise – knowing the protocols of criminals

A player can specify they're trying an Influence Roll before a Reaction Roll is made. It's a Quick Contest of the influencer's skill vs. the influencee's Will. The descriptions of the skills specify applicable modifiers for each skill under particular circumstances (see the rules for details). The GM may also impose a modifier of -1 to -10 for attempting to use the skill on someone particularly unreceptive to that approach, or in a situation where it's completely inappropriate.

Winning the contest gets you a Good result, or Very Good if it was Sex Appeal. A loss or tie gets you a Bad result. With Diplomacy, on failure, the GM makes an ordinary reaction roll and you get the better of the two results. So Diplomacy is safe – it won't provoke a worse result than not having attempted influence at all. Otherwise, the outcome of the Influence Roll decides the NPC's Reaction.

Savoir-Faire requires a defined specialty like Military, Police, or High Society. Each counts as a different skill and you could have more than one. (A lot of skills have required specialties – we'll see more later.)

Jack is talking with the criminal syndicate's boss, trying to settle their ongoing conflict. Jack has a reasonable offer that lets the boss save face and get some of their money back. The GM calls for an Influence Roll using Diplomacy, at a +2 because Jack is suggesting a good deal. Jack has Diplomacy at 11 and with the +2 his Effective Skill is 13. He rolls a 12, succeeding with a Margin of Success of 1. The boss has a Will of 12, and the GM rolls a 10; the boss succeeds with a Margin of Success of 2, and wins the contest. This would mean a Bad reactian, but because it was Diplomacy, the GM makes a Reaction Roll. Lucky for Jack, this roll's a 13 for a Good result, and the boss is open to Jack's plan.

In DFRPG, winning the contest on an Influence roll is always a Good result, even with Sex Appeal. Discworld and Vorkosigan specify a Very Bad outcome for losing with Intimidation; in the others, losing with Intimidation is merely Bad, like other losses.

Combat

But sometimes diplomacy breaks down.

During combat, an attacker makes a Success Roll against their relevant skill. Failure means they missed. A success means only that they might hit – the defender gets to make their own Success Roll to attempt a defense. If the defender fails, then the attacker did hit, and you roll for how much damage the attacker did. The details get slightly more involved.

Characteristic values

There are several values based on attribute scores called secondary characteristics. The first we'll talk about are Hit Points (HP) and Damage (dmg). Both are derived from your Strength.

Hit points

By default your maximum HP is equal to your Strength.

You lose HP as you take injuries, and how many HP you lose is largely determined by your attacker's Strength. So Strength giveth hit points, and it taketh them away.

Barring exceptional circumstances, your maximum HP doesn't change.

What are your damages?

A stronger person landing blows in combat will tend to do more damage than a weaker person. That's true if they're both stabbing with small knives, but the difference becomes more pronounced if they're swinging axes. So your Damage secondary characteristic has two parts – Thrust damage and Swing damage. These mean exactly what they sound like. Thrust damage applies when you're stabbing or thrusting a weapon at someone. Swing damage applies when you swing a baton, or an axe, or a baseball bat.

You use a table to look up Thrust and Swing Damage values by strength; here's a table for Strengths 8-19. For a more complete table, consult GURPS Lite or any other version of the rules.

Strength Thrust Swing
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

Differences among individual weapons are accounted for with modifiers to Thrust and Swing damage.

Weapon Thrust Swing
small knife +0 -2
large knife +1 -1
stiletto +0 --
baton +1 +1
hatchet -- +1

Some weapons are only effective when thrust or only when swung, and so have no damage listed for the other, like the stiletto and hatchet.

A character with Strength 14 (Swing Damage 2d) swinging a baton (Swing Damage +1) would thus do 2d+1 damage. A character with Strength 12 (Thrust Damage 1d-1) stabbing with a large knife (-1) would do damage of 1d-2. For things with points or edges like the knives, the minimum result is 1, even if a negative modifier would drop it to zero or less. Things that do blunt trauma deal crushing damage. For crushing damage, the result is really zero if a negative modifier drops it to zero (or less). This result is the basic damage of the attack.

Then we need to consider armor.

Since this tutorial presumes TL 8, melee weapons are Fine by default and have +1 to cutting and impaling incorporated in their stats. That'll be spelled out after we discuss TL and weapon quality.

Armor

Armor (or any protective layer) has a specific damage resistance (DR).

Armor DR
Leather Motorcycle Jacket 1
Flak Jacket 7

The DR is simply subtracted from the attack's Basic Damage to yield the penetrating damage (PD). If that reduces it to zero (or less), the attack's damage is zero and there's no injury. (Penetrating Damage is simply the same as Basic Damage if no armor is involved.) The HP of Penetrating Damage is the HP of the injury, the amount the defender deducts from their current HP.

Injuries are assumed to be to the torso, so a vest is as good as head-to-toe protection (unless you incorporate rules for hit locations, but we haven't gotten to those).

Armor can potentially reduce any injury to zero; there isn't a distinction between crushing damage and other kinds.

Speed and Time

During normal play, the amount of time things take and the order in which characters act is typically ad hoc. During combat, it's well defined. So there's a shift when combat begins. Depending on circumstances, play may go in and out of formal combat – it's the GM's call.

Basic Speed (BS) is another secondary characteristic, representing your response time. It defaults to your (Health + Dexterity)/4, keeping the fraction. There are a few places in GURPS where you divide or multiply. In nearly all of them, you round the result down to the next lower whole number. This is a rare case of maintaining a fraction in the result.

When combat begins, the GM defines a turn sequence of the combatants in a specific order. This order doesn't change for the duration of the combat, no matter how the combatants' circumstances may change. Formally, this goes in order by Basic Speed, with PCs beating NPCs in ties, with Dexterity as a further tie-breaker, and if necessary a die roll as ultimate tie-breaker.

Or you could start with the PC with the highest Basic Speed and then go around the table, with the NPCs going last. Or even simpler, just start with a player next to the GM and go around the table, with the NPCs going last.

Getting to strike first is a huge advantage in GURPS combat, sometimes a conclusive one. An opponent NPC getting to act before a PC can be a big deal. But so long as the NPCs are going last, the order in which the PCs act relative to each other isn't as likely to be important. If there's a major adversary in the fight who should get to act before one or more PCs, constructing the whole Turn Sequence in Basic Speed order may be appropriate; otherwise, you could opt to skip some bookkeeping.

Whether you're going in Basic Speed order or just around the table, it's always the case that you establish a specific Turn Sequence at the start and that this sequence doesn't change during the combat.

The Turn Sequence simply loops. If the Turn Sequence is Sam, Jack, Rosa, then after Rosa's turn is another turn for Sam. There's nothing special about going from the bottom of the sequence back to the top. When it's your turn, you say what you're doing and you do it – players don't make declarations of intent in advance of their turns.

The time between the beginning of your turn and the beginning of your next turn is defined as one second.

Kromm and Peter V. Dell'Orto (the authors of GURPS Martial Arts) note that they usually forgo Basic Speed order and go around the table.

Space

When combat begins, you should ensure there's an understanding of who's where relative to each other and to other features of note like escape routes or things that could be used as cover. Drawing at least a rough map might help everyone visualize the terrain, but for now we're accepting a loose understanding of relative positions. (GURPS does offer rules for tracking location and facing in detail on a map, but we won't be covering those.)

Weapon skills

Most weapon skills govern a category of weapons and some of the categories are broader than you might expect. It's probably no surprise that you use knives with the Knife skill. And for a police nightstick, you'd use the Shortsword skill. Wait, what? Shortsword covers any balanced one-handed weapon from 1-2 feet long, whether it's an actual shortsword or a nightstick. Broadsword is similarly broad, covering balanced one-handed weapons from 2-4 feet long, from a cavalry saber to a walking stick. Due to its balance point closer to the grip, a balanced weapon is generally easier to manipulate than an unbalanced weapon that concentrates its mass on its far end like an axe or a mace. That brings us to the Axe/Mace skill, which handles one-handed weapons with the weight concentrated at one end, from a hatchet to a pick.

We'll now add relevant skill to our weapons table – the information in the table is going to grow as we cover more topics. We'll say "baton" to refer to short balanced clubs (including a police nightstick.)

Weapon Skill Thrust Swing
small knife Knife +0 -2
large knife Knife +1 -1
stiletto Knife +0 --
baton Shortsword +1 +1
hatchet Axe/Mace -- +1

Active Defense

To defend yourself in combat, you roll against one of your active defenses. You can only attempt an Active Defense against an attack you were aware of. If someone is completely unaware of an attack before it happens, the attack succeeds or fails based only on the attacker's Success Roll.

(If "Active Defense" makes you wonder what a "passive defense" would be, that isn't a term used in GURPS 4th edition. GURPS 3rd edition had both "active defenses" and "passive defenses" and the "active defense" name stuck in GURPS 4th.)

The Artful Dodger

Dodge is the first Active Defense we'll talk about – what you use to simply dodge an attack. It defaults to your Basic Speed (rounded down) + 3.

Your turn

Since the time between the beginning of your turn and the beginning of your next turn is just a second, the actions available to you are brief and discrete. For instance, you could Attack someone in reach if you had a weapon at hand, or you could Ready a weapon if you didn't. Attack and Ready are examples of maneuvers – you'll choose one each turn.

If you don't have a weapon in your hand, you have to get it ready – if it's close at hand in a fashion meant to be drawn quickly, like on your belt in a sheath or holster, it only takes the one turn.

To attack, you make a Success Roll against your relevant combat skill. If you're attacking with a weapon that can do more than one thing (e.g., Thrust or Swing), describe how you're using it before you roll.

If you succeed, your target gets to make a roll for their Active Defense, e.g., a Dodge roll; if that succeeds, you missed.

If you did hit, roll for Basic Damage, then subtract any armor's DR to yield Penetrating Damage. That's the HP of the defender's injury.

Example

We now know enough for a simple example of combat.

Alice is fighting Bob.

Bob has Strength 10, Dexterity 11, Health 11. He's holding a small knife, and so he has Thrust Damage of 1d-2 (1d-2 from his Strength and +0 for the small knife) and Swing Damage of 1d-2 (1d from Strength and -2 for the small knife). His maximum HP is 10, and since he's uninjured, so is his current HP. His Basic Speed is 5.5 – (Dexterity 11 + Health 11)/4, and so his Dodge is 8 (Basic Speed of 5.5, rounded down + 3). His Knife skill is 11.

Alice has Strength 13, Dexterity 10, Health 10, and is holding a baton – with her Strength of 13, her Thrust Damage with it is 1d+1 and her Swing Damage is 2d. Her maximum HP (and current HP) is 13. Her Basic Speed is 5, so her Dodge is 8. Her Shortsword skill is 11.

Bob's Basic Speed is higher, so the GM says Bob goes first. He selects an Attack Maneuver, stabbing with his knife. He rolls a 10, below his Knife skill of 11, a success. But Alice gets to Dodge, and rolls an 8, succeeding at her defense and so Bob ultimately misses.

Alice also selects Attack and swings her baton. She rolls a 10, succeeding, and so now Bob has to roll an Active Defense. He rolls a 9 to Dodge, one more than his Dodge of 8, so he fails and Alice hits. She rolls 2d for damage and they come up 10. Bob's reduced to 0 HP and falls unconscious. (You can see that that second die of Swing Damage that starts at Strength 13 can pack a wallop.)

It's a common house-rule (or GM judgement call in the moment) that mooks – undistinguished, probably anonymous NPC opponents – simply fall unconscious at 0 HP and are taken out of the fight. But as we'll soon see, characters don't (necessarily) fall unconscious at 0 HP.

Vantage points

Besides attributes and skills, your character is defined by advantages and disadvantages.

They might encompass physical qualities narrower than attributes express (poor eyesight or especially keen hearing), things that affect how others respond to you (exceptional appearance, or obvious charisma), societal status, or even relationships (a wealthy benefactor or a dependent child).

Essentially, they cover anything about a character that makes their life easier or harder that isn't captured by attributes or skills (though many provide modifiers to the use of skills or attributes in specific situations). We'll consider a few of the commonest categories of advantages and disadvantages as we go.

Influential and reactionary advantages and disadvantages

For most games with as many as three attributes, one of them is charm or charisma, but in GURPS a host of advantages and disadvantages cover that territory.

Charisma

For instance, the Charisma advantage. It comes in different levels. For each level of Charisma you have, you get +1 to all reaction and influence rolls and most rolls for social skills.. So Charisma at 2 would gives you +2 to all of the above.

Appearance

GURPS provides direct mechanical support for human shallowness. Appearance affects all Reaction rolls, plus Sex Appeal rolls (but not other influence rolls).

  • Ugly: -2 to Reaction rolls, -4 to Sex Appeal
  • Unattractive: -1 to Reaction rolls, -2 to Sex Appeal
  • Attractive: +1 to all Reaction rolls and applicable Sex Appeal rolls
  • Handsome/beautiful: +4 to applicable Sex Appeal rolls or to Reaction rolls with someone with whom Sex Appeal might have worked; +2 to Reaction Rolls by everyone else

Naturally you could only have one advantage or disadvantage from among the above. (If you have none, you have Average appearance, which has no effect.)

Voice

  • Voice: +2 to some Influence rolls, and some directly voice-related skills like Singing, and +2 to Reaction Rolls (assuming voice was involved)
  • Disturbing Voice: -2 to Reaction rolls and some Influence Rolls, per the conditions in Voice.

Naturally, you couldn't have both of those.

Reaction Modifiers

These advantages and disadvantages are examples of reaction modifiers – things that modify Reaction Rolls. We'll see more later.

Example

Janet is asking a stranger on the street for directions. The player didn't say they wanted to attempt an Influence roll and the GM feels like letting a Reaction Roll determine the response. Janet has an appearance of Attractive for +1. She has Charisma 2 for another +2. And she has a good Voice for another +2. The GM rolls a 3, so despite her +5, the result is just 8: Poor. The stranger mumbles "it's called Google Maps" and keeps moving.

These examples illustrate some basic points about advantages and disadvantages. Some advantages and disadvantages come in levels, like Charisma, and some don't, like Voice. Some advantages and disadvantages are mutually incompatible, like Handsome/Beautiful and Ugly. And some advantages and disadvantages are straightforwardly opposite, like Voice and Disturbing Voice. In other cases there are near opposites, like Attractive and Unattractive. We'll see these patterns more as we cover other advantages and disadvantages.

Taking a hit

In GURPS, 0 HP is not the end – your HP can go into the negative. We will abbreviate your maximum HP as maxHP, so where it refers to being at -maxHP, that means your current HP are as far into the negative as your maximum HP. If your maximum HP is 11, -maxHP is -11, so -2 x maxHP is -22, etc.

If your current HP reaches -5 x maxHP, you're dead. That definitively is the end.

Staying conscious

If an injury reduces your current HP to 0 or less, you have to immediately make an unconsciousness check or you fall unconscious. The unconsciousness check is a Success Roll against Health, subject to a penalty if your current HP is at -maxHP or lower – the roll is at a penalty of -1 for every multiple of your full HP you're down, i.e., -1 for -maxHP, -2 for -2 x maxHP, -3 for -3 x maxHP, -4 for -4 x maxHP.

Thereafter, at the start of each of your turns, you must roll another unconsciousness check as above.

If you fall unconscious, you drop anything you were holding and fall down. It's the GM's call whether you're completely unconscious, or just incapacitated. You're definitely unable to take action, but you may not be insensate.

DFRPG and Discworld specify that an unconsciousness check first occurs when someone is first reduced to 0 HP; GURPS Lite and the Basic Set don't – in those, the first check occurs at the beginning of your next turn. It has been confirmed that this was an inadvertent omission and it was always supposed to be the case that they begin when you're first reduced to 0 HP. This is a substantial difference – with an average Health of 10 and the immediate check, you're twice as likely to fall unconscious before being able to act on your turn (or possibly worse, depending on the details).

This tutorial will assume the immediate unconsciousness check rule is in effect. I suspect most GURPS players use the Basic Set rule as written and don't call for the immediate unconsciousness check. Don't be surprised by other sources asserting the checks begin at the beginning of your next turn – that's perfectly correct by the rules as written.

The Basic Set specifies the "drop anything you were holding" provision for Knockdown, but not for unconsciousness per se. I thought it was sensible to apply it to unconsciousness.

Staying alive

Naturally, there are also outcomes more dire than unconsciousness. Your current HP dropping to -maxHP marks the threshold at which you're at risk of death. If an injury causes your HP to reach or cross that threshold, roll a death check vs. Health. It's simply against Health, without any penalty. If you succeed, you're still standing and functional. If you fail, you fall dead. As you receive additional damage, roll another death check for any injury causing you to reach or cross the thresholds of -2 x maxHP, -3 x maxHP, and -4 x maxHP.

Note the differences here. The rolls vs. Health to resist unconsciousness:

  • first occur when you first reach 0 HP or less
  • recur at the start of each of your turns
  • have a -1 penalty for each full multiple of maxHP that your current HP is in the negative

The rolls vs. Health to resist death:

  • first occur when your current HP first reaches or crosses -maxHP
  • recur each time an injury brings your current HP to or beyond the thesholds of -2 x maxHP, -3 x maxHP, and -4 x maxHP
  • are always simply against Health with no penalty for how low on HP you are

If a single injury crosses more than one of those thresholds, you have to roll multiple times.

Suppose a character with a maxHP of 11 has a current HP of 1 and suddenly takes an injury of 23 points of damage, bringing them to -22 HP. They would roll death checks vs. Health twice and then, assuming they survive, an unconsciousness check vs. Health at -2 (for being at -2 x maxHP).

During any given combat, you would only make at most four death checks. There isn't a limit to the number of unconsciousness checks you make so long as the combat and your luck hold out. But you'd quickly be pushing your luck. If your Health is 10, there's only a 1 in 8 chance of succeeding 3 unconsciousness checks in a row, even worse if you reach -maxHP or lower and are at a penalty.

"Unconsciousness check" and "death check" aren't official GURPS terminology from the rules, but their meanings should be obvious enough to GURPS players.

GURPS Lite and the Basic Set don't make it very clear that you make multiple death checks when a single injury crosses multiple thresholds but you can see it demonstrated in the example of Hard to Kill on B58 and specified here.

The rules don't specify rolling for death checks before unconsciousness checks, nor have I found any guidance on the subject. But I figured it was reasonable to say death checks first given that whether or not the character was unconscious in the moment before their death isn't interesting. And if they do die, that's fewer rolls you needed.

With supernatural healing or regeneration during combat in the mix, one could make more than 4 death checks, but that's out of scope here.

Some healthy advantages and disadvantages

Very Unfit: -2 to all Health rolls to resist unconsciousness or death

Unfit: -1 to all Health rolls to resist unconsciousness or death

Fit: +1 to all Health rolls

Very Fit: +2 to all Health rolls

Easy to Kill: for each level of Easy to Kill, you're at -1 to death checks

Hard to Kill: for each level of Hard to Kill, you're at +1 to any Health roll where failure means death. Only up to 2 levels possible. If your Hard to Kill bonus is what makes the difference between success and failure, you collapse, apparently dead. You have the usual chance at recovering from unconsciousness.

Hard to Subdue: each level of Hard to Subdue gives you a +1 to any Health roll to resist unconsciousness. Only up to 2 levels possible.

Being Fit and Very Fit differ from simply having higher Health because they don't contribute to your Basic Speed (and thus neither to your Dodge) and they don't apply to Health-based skill rolls.

There isn't an Easy to Subdue counterpart to Hard to Subdue. (But a GM might invent one.)

You can see that having one level of each of Hard to Kill and Hard to Subdue is close to being the same thing as just having Fit. There are many cases like this where one advantage largely or completely encompasses another.

Maneuverability

The Ready maneuver isn't just for readying a weapon – in general, it covers any physical action not covered better by another maneuver (i.e., things that don't pertain directly to attacking, defending, or moving – shut a door, knock a lantern off the table, whatever).

With an all-out defense maneuver, you give up your opportunity to attack or take other action on your turn for a bonus to defend against any attacks on you prior to your next turn. They come in more than one flavor; for now we'll just consider: All-out Defense: Increased Dodge which grants +2 to Dodge.

With an all-out attack, you get a bonus to your attack, but you give up any chance to make an Active Defense – if an attacker succeeds at their roll against you, they hit. We'll consider two flavors for now. All-out Attack: Determined gives you +4 to your attack roll. With All-out Attack: Strong, if you hit, Basic Damage is either +2 or +1 per die, whichever is better (it isn't until Strength 17 that Swing Damage gets to 3d-1, so you have to be pretty strong to get better than +2).

Your inability to defend because of an All-out Attack or your bonus to defend due to an All-out Defense lasts as long as it's the most recent thing you chose. It persists throughout everyone else's turns through the rest of the Turn Sequence until the beginning of your next turn when you have the chance to choose something else. And the effects of everyone else's previous choices are still in effect during your turn.

For any one given attack, you can only attempt one Active Defense. If you're attacked multiple times between your turn and the beginning of your next turn, you can attempt to Dodge as many times as you need, with no penalty.

The Do Nothing maneuver means you take no action on your turn, but it doesn't interfere with your ability to make Active Defenses before the beginning of your next turn. (In the first time through the Turn Sequence, if it matters, consider anyone who hasn't had their turn yet as if they had already selected a Do Nothing maneuver.)

At any time during your turn, even with a Do Nothing maneuver, you can speak or drop something you're holding in your hand as a free action. Speech should be limited to something brief – turns are only a second, after all. And dropping an item does not mean throwing it – it will land at or near your feet.

Active/Reactive

I'm going to refer to the portion of your turn from its beginning through selecting your maneuver and resolving any immediate consequences of your maneuver choice as your turn's active phase. I'll call the remainder of the time before the beginning of your next turn the reactive phase, when you're maybe attempting Active Defenses or maybe can't because you chose an All-out Attack.

You will sometimes see GURPS fans refer to turns in combat as overlapping. They're using "turn" to mean the whole second-long period from the beginning of a character's turn until the beginning of their next turn. Officially, "turn" means what I just called the Active Phase… except for when it doesn't, in rules regarding Active Defenses. Some things will be clearer with separate terms, so I'm lifting Active Phase and Reactive Phase from Eric B. Smith's coinage in his What is a GURPS turn? I hasten to point out that this is not official GURPS terminology; you won't find it in GURPS publications; if you say it to GURPS fans, they probably won't recognize it unless maybe their name is Eric B. Smith, but they'll get the idea easily enough.

So from here on out, "turn" will mean all of the time between the beginning of your turn and the start of your next turn and if the distinction is relevant, I'll use Active Phase and Reactive Phase to refer to its parts. So turns overlap, Reactive Phases overlap, and Active Phases don't overlap – at any moment of the combat, you're in one character's Active Phase.

It doesn't pay to interpret this too literally – given that it's always one second between the start of any character's turn and the start of their next, doubling the number of people in a fight would make everyone's Active Phase half as long and thus they'd all have to act twice as fast. Combat is chaotic and messy and everyone's in motion and reacting to everyone else in a complicated give and take. The sequential Active Phases but overlapping Reactive Phases are a way to represent some of that complexity in a manageable and playable way.

This overlapping of the characters' Reactive Phases and thus the overlapping of the consequences of maneuver choices is a crucial point. With it, you now know the rudiments of combat.

La Belle Curve Sans Merci

Getting a feel for what a -4 penalty really means requires paying some attention to the results of 3d. They make for a range of 3-18 and an average of 10.5, in a bell curve distribution. Regardless of Effective Skill, there's always a 2% chance of success by rolling 3 or 4 and a 2% chance of failure by rolling 17 or 18. There's exactly a 50% chance of rolling 10 or under (or of rolling 11 or higher.)

ES Chance of success Difference
<=4 2%  
5 5% 3%
6 9% 5%
7 16% 7%
8 26% 10%
9 38% 12%
10 50% 13%
11 63% 13%
12 74% 12%
13 84% 10%
14 91% 7%
15 95% 5%
>=16 98% 2%

When you're near the middle every +1 or -1 makes a big difference, but when you're near the ends they don't. It's useful to remember that while 10 has a 50% chance of success, an 8 has about a 25% chance, and a 12 has about a 75% chance. From 8-12, each +1 improves your odds by about 12%. So the 4 points from 8 to 12 triple your chance of success. In that range, working hard to change your circumstances to get another +1 modifier means a lot. If you were already at an Effective Skill of 15, another +1 would only improve your chance of success by another 3% and probably isn't worth working hard for… if you only care about success vs. failure, that is. When you're in a Quick Contest or otherwise care about Margin of Success, there's always a point to having a larger Effective Skill.

More on success rolls

Minimum effective skill

If your Effective Skill is less than 3, you automatically fail and don't get to roll, unless you're making a defense roll, or rolling vs. Health to stay conscious or alive, or similar cases where you're forced to roll to resist something. Then you do get to roll and have at least a 2% chance of success by rolling a 3 or 4.

Let's get critical

A 3 or 4 on a Success Roll is not just an automatic success, but a critical success. That's an unusually good outcome. If your ES was 15 or more, 5 is also a critical success, or if your ES is 16 or more, then 6 is also a critical success. (That trend doesn't continue – 6 is the highest roll that can be a critical success.)

There are also critical failures. You guessed it, unusually bad outcomes. 18 is always a critical failure; 17 is a critical failure if your Effective Skill was anything less than 16. If your ES was 16 or more then 17 is an ordinary failure. You can count on 17 always being a failure, but not always a critical one. Also rolls 10 or more over your Effective Skill are critical failures – with ES 6, a roll of 16 is a critical failure, at ES 5, a roll of 15 is a critical failure, and so on down.

Notice that no matter how good you are, for any Success Roll, both an ordinary failure and a critical failure are possibilities. If 17 weren't an ordinary failure for an ES of 16 or more, then for those ES's, any failure would always be a critical failure. The corresponding provision doesn't exist on the other side. It really is the case that if you're stuck rolling with an Effective Skill of 4 or less, your only way to succeed is by critically succeeding with a 3 or a 4.

The chart below spells out the results.

Results for Roll vs. ES CS = Critical Success S = Success F = Failure CF = Critical Failure

ES 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
3 CS CS F F F F F F F F CF CF CF CF CF CF
4 CS CS F F F F F F F F F CF CF CF CF CF
5 CS CS S F F F F F F F F F CF CF CF CF
6 CS CS S S F F F F F F F F F CF CF CF
7 CS CS S S S F F F F F F F F F CF CF
8 CS CS S S S S F F F F F F F F CF CF
9 CS CS S S S S S F F F F F F F CF CF
10 CS CS S S S S S S F F F F F F CF CF
11 CS CS S S S S S S S F F F F F CF CF
12 CS CS S S S S S S S S F F F F CF CF
13 CS CS S S S S S S S S S F F F CF CF
14 CS CS S S S S S S S S S S F F CF CF
15 CS CS CS S S S S S S S S S S F CF CF
16+ CS CS CS CS S S S S S S S S S S F CF

For essential skills in the range 7-14, it's always simply that a roll of 3-4 is a critical success, a roll of 17-18 is a critical failure, and otherwise a roll at or under your ES is a success, and a roll over your ES is a failure. It's only at the extremes of essential skills at 6 and under or 15 and over that you need to remember the exceptions.

In some contexts, rules spell out the consequence of a critical in a given situation; the rest of the time the GM makes something up.

Critical results don't play a role in determining who wins or loses a contest. Critical results are independent of size of margin. You could have a critical failure with a Margin of Failure of only 1, or a success whose Margin of Success is 10 or more but which still isn't a critical success (e.g., your ES is 17 and your roll is 7). Whether a success or failure was critical is a qualitative consideration. Margin of Success or failure is a quantitative measure, and that's the only one you care about in determining the winner of a contest.

For a given roll, sometimes you care about criticals but not at all about margins, sometimes you care about margins but not criticals, and sometimes, you care about both. Specific rules for the situation may specify one or the other or both. But you can always count on criticals not mattering in determining the winner or loser of a contest.

Critical Hits

A critical success on an attack roll is a critical hit. The defender doesn't get to defend – the attack automatically hit and you skip to determining damage. If the attack roll was a 3 exactly, it automatically does the maximum damage possible for the attack. For a critical success without rolling a 3, you roll for damage normally: bypassing the defender's defense is still an exceptional result.

We're beginning with the version of Critical Hits in GURPS Lite and the Basic Set's Combat Lite. We'll get to the Critical Hit Tables in time.

Skills, revisited

Must you be so controlling?

Each skill has a controlling attribute.

IQ is the Controlling Attribute for nearly all mental and social skills. Perception controls a few skills, like Fishing, Detect Lies, Lip Reading, Observation, Survival, Scrounging, and Tracking. Will controls Intimidation and very little else (outside of games with supernatural elements).

Dexterity is the Controlling Attribute for nearly all skills related to physical activities (including combat skills), except for the few covered by Health. Health governs Lifting, Sex Appeal, Singing and endurance-based activities like Hiking, Running, Skiing, and Swimming. Strength, uniquely, is not the Controlling Attribute for any skills.

Must you be so difficult?

Each skill also has a difficulty level. The difficulty levels are Easy, Average, Hard, and Very Hard. When you look at the skill descriptions, they're listed with their Controlling Attribute and difficulty level like so:

Swimming HT/Easy

Very Hard skills are very rare. Mundane modern settings have just Biology, Physics, and Surgery (all controlled by IQ). GURPS Lite simply omits mentioning Very Hard; I was tempted to follow suit.

Defaulting to attribute

For most skills, even if you don't have the skill, you can attempt it by defaulting to its Controlling Attribute, with a steep penalty. Usually that penalty is -4 for Easy skills, -5 for Average, -6 for Hard, and Very Hard skills usually don't allow defaulting to an attribute at all. There are exceptions to all of the above and you'll need to look to individual skill descriptions for whether a skill offers defaulting to its attribute and what the penalty is.

The ledge crumbles, and Hector is dumped into the lake. He doesn't have Swimming, and his Health is 10. Swimming has the typical Easy skill's -4 penalty for defaulting to the Controlling Attribute, and the GM judges there aren't further modifiers, so Hector needs to roll a 6 or less. He rolls a 5 and just manages to doggie paddle to shallow water.

There's clueless and then there's totally clueless

If you have been isolated from literally all contact with a given skill's subject matter, you can't attempt a roll by defaulting to its attribute. Having seen the activity on TV or having encountered occasional references to an academic subject filtered through pop culture is generally good enough to try it.

Skills are relative

We've referred to things like a character "having Knife at 11" throughout. But fundamentally, a character's skill at something is relative to the character's score for that skill's Controlling Attribute. Bob has Dexterity at 11 and Knife at +0. Knife at 11 is calculated from those.

Knife is an Easy skill. Beginners at Easy skills have those skills at the level of the Controlling Attribute +0, i.e., at the level of the Controlling Attribute. As they improve, they'd be said to have it at Dexterity +1, Dexterity +2, etc.

Beginners at Average skills start with the skill at Attribute -1. For Hard it's Attribute -2, and for Very Hard, it's Attribute -3.

What's the point of all of this?

We won't say much about character generation yet, but when you create a character, your attribute scores, skills, advantages are bought with a budget of character points. Disadvantages have negative cost, thus giving you back Character Points you can spend on other things. Buying a skill at beginning level always costs 1 Character Point, whether it's Easy or Very Hard. But that one Character Point gets you the skill at the level of the Controlling Attribute for the Easy skill and at attribute -3 for the Very Hard skill.

Table 1: Character Points cost to purchase a skill at a given level relative to Attribute
Difficulty -3 -2 -1 +0 +1 +2 +3 add'l +1
Easy       1 2 4 8 +4
Average     1 2 4 8 12 +4
Hard   1 2 4 8 12 16 +4
Very Hard 1 2 4 8 12 16 20 +4

Those values are total, not cumulative. An Easy skill at Attribute +1 costs 2 Character Points, not 2 Character Points in addition to one Character Point for starting at Attribute +0.

Since Bob has Knife at Dexterity +0 and we know it's an Easy skill, we know he's a beginner at it. If he were a beginner at Filch, a Dexterity/Average skill, he'd have it at Dexterity -1. Karate is Dexterity/Hard, so as a beginner he'd have at at Dexterity -2. There aren't any Very Hard skills controlled by Dexterity to continue the example with, but if there were a Dexterity/Very Hard Quantum Volleyball skill, as a beginner, he'd have it at Dexterity -3. Each of those would have cost him one Character Point.

Since the penalties for defaulting to a skill's Controlling Attribute are usually -4 for Easy, -5 for Average, and -6 for Hard, you can keep in mind that the difference between making an unskilled attempt at something and trying it as a beginner at the skill is (usually) 4.

So having a skill at a beginning level versus not knowing it at all makes a big difference. How big a difference it is in practice depends on your attribute score, the skill's difficulty, and your skill level. As noted previously, a roll against 12 is three times as likely to succeed as a roll at 8, so if you have an Easy skill's Controlling Attribute at 12, having the skill at beginning level triples your chances… provided that that particular Easy skill offers the typical -4 penalty to default to attribute.

Character Point is frequently abbreviated CP by GURPS players, but this isn't official terminology. "CP" has official blessing to mean "Control Points", defined in GURPS Martial Arts: Technical Grappling.

Variant attribution

Occasionally, you might roll for a skill relative to a different attribute from normal.

Sam has Traps at IQ +2, or 13. And that's the roll she'd make to build a trap. But when she says she wants to check a room for detection devices, the GM tells her to make a Perception-based Traps roll instead. Her Perception is 13, so her Base Skill is 13 + 2 = 15. She rolls a 14 and succeeds – the GM tells her she found an infrared beam. Sam wants to disable it, so the GM asks her to make a Dexterity-based Traps roll this time.

This is sometimes called "floating" a skill to a different attribute, though that term doesn't occur in the rules.

The rules don't often specifically call for floating skills, but many experienced GMs use them frequently.

It's even possible for there to be a Strength-based skill roll, though that would be unusual.

A rockslide has trapped Jill in a cave. The GM calls for a Strength-based Survival (Mountains) roll for her to safely create a passage.

Kromm notes "I float an extremely high proportion of skill rolls".

Active Defenses, revisited

Parry

You might have noticed that being a more highly skilled fighter doesn't make you any better at defending yourself by dodging. Dodge is derived from your attributes. But there are two other Active Defenses, both of which are derived from your skills. Parry allows you to deflect an attack, and Block lets you block it with something like a shield. (We'll get to Block later.)

A Parry Active Defense value is half of your relevant skill (rounded down) + 3. If you have several hand-to-hand weapon skills, you'll have a Parry value for each. You can use that value for a Parry if you have that weapon in hand.

Alice has Shortsword at 11, so she could Parry with her baton at 11/2 (rounding down) + 3 = 8.

Small and light weapons like knives have a penalty to Parry. We'll add another column to our weapons table to reflect this. (Some other weapons offer a bonus to Parry, but we haven't gotten to any of them yet.)

Weapon Skill Thrust Swing Parry
small knife Knife +0 -2 -1
large knife Knife +1 -1 -1
stiletto Knife +0 -- -1
baton Shortsword +1 +1 +0
hatchet Axe/Mace -- +1 +0

You can attempt to Parry once during the Reactive Phase. If you chose a Ready maneuver to ready a weapon, you can immediately parry with that weapon during the Reactive Phase.

The All-out Defense (Increased Parry) maneuver grants +2 to all Parry attempts during your Reactive Phase.

Perception and Sensation

You'll often roll against Perception to see if you noticed something, as in the Stealth vs. Perception example above. When only one sense is relevant, Perception rolls are sometimes called vision rolls, hearing rolls, smell rolls, or taste rolls, as appropriate, or sense rolls, collectively. (Smell and taste are closely linked so they're counted as the same sense.)

Of course, some people can see better than they hear, or vice versa, which is where sensory advantages and disadvantages come in.

The Acute Vision advantage comes in levels and gives +1 per level to any vision rolls. So if you had Acute Vision at level 2 and a Perception of 11, you would make Vision Rolls against a 13 (subject to further situational modifiers, of course.)

Similarly there are Acute Hearing, Acute Smell/Taste, and Acute Touch advantages that work the same way, offering +1 per level on the related sense roll.

But the Hard of Hearing disadvantage gives you a -4 on any hearing rolls. The Night Blindness disadvantage gives a penalty to vision rolls in low light.

Providing greater granularity to existing attributes in this way is another role advantages and disadvantages play. Perception with the sensory advantages and disadvantages sort of implies 4 more specialized sub-attributes of Vision, Hearing, Smell/Taste, and Touch. But they all default to Perception. They're there for when you want to express a character having, say, especially keen eyesight, but the rest of the time you can ignore them.

Skulduggery

Here are some examples of skills and when they apply.

Pickpocket covers both pickpocketing and planting something on someone. If the target is oblivious, it might be settled with a simple Success Roll; if the target is wary, it's a Quick Contest of Pickpocket vs. the higher of the target's Perception or Streetwise skill.

Filch covers shoplifting or, say, palming an item from someone's desk. If someone is actively watching you, it's a Quick Contest of Filch vs. the higher of their Vision or Observation.

Holdout is secreting a weapon or something else on your person (or on someone else who's cooperating). Smuggling covers other cases of hiding something to evade searching. If someone is searching the person or thing in question for contraband, it's a Quick Contest of the hider's Holdout or Smuggling skill vs. the searcher's Search skill.

Stealth is about not being detected, whether you're hiding or sneaking. Similar to Pickpocket, if no one's trying to check for sneaky people, a simple Success Roll determines success; otherwise it's a Quick Contest of Stealth vs. the higher of the would-be observer's Observation or Perception.

Shadowing is the skill of remaining unnoticed while following someone through a crowd. It's a Quick Contest of Shadowing vs. the other person's Vision, where failure means losing them or being spotted. If you're following someone and there's no crowd to blend into, that's Stealth.

Observation is the skill of covert surveillance. It would be used where not being noticed while you're observing is important, like a burglar casing a joint, a detective staking out a location, or a military scout spying on the other side's deployment. Success (or winning a Quick Contest as appropriate), means both noticing relevant things and not being seen doing it. But if you have Observation at Perception +1 or more, you can use it in place of Perception in many cases of trying to notice things, as in the Stealth case, though it may have nothing to do with trying to surveil covertly.

Getting a clue

The Search skill is about searching a person or thing in an attempt to find something hidden. If you want to search a room for clues, you draw upon relevant individual skills or fall back to Perception.

Finding a stray hair, a fingerprint on the window, or a (non-obvious) blood stain? Forensics. Footprints in the dust? Tracking. Determining whether something has been hidden under the floorboards or in the walls? That really would be Search, in a Quick Contest vs. the hider's Smuggling. Spotting the letter that fell behind the desk? Perception.

Tutorial ground rules

I didn't want to bog down the beginning with a long introduction, but I do want to talk a little about what the tutorial will cover.

The GURPS Basic Set, 4th edition appeared in 2004 in two hardcover volumes: Characters and Campaigns. Campaigns continues Characters' page numbers; its first page is numbered 337. This simplifies its index, which appears complete at the end of both books. Characters includes the complete character generation rules and what a player most needs; Campaigns contains the complete combat system and those things only the GM needs. If I describe a rule being on B423, that means p. 423 of the Basic Set, which would be in Volume 2: Campaigns. That style of page reference is used in GURPS publications as well as online discussions.

There are a whole lot of supplements. A large stack have been hardcover books; many more have been PDF-only. I'll name just a few, ones that will be mentioned again as we go.

  • Martial Arts, extended combat rules and historic and current martial arts styles
  • Social Engineering, expanded rules for influence and social interaction
  • Low-Tech, technology and equipment from prehistory up to 1730, especially arms and armor
  • High-Tech, technology and equipment from the early Industrial Era through the modern world, including a lot about guns
  • the Action series, modern cinematic action adventure
  • the Monster Hunter series, modern supernatural action with heroes even larger-than-life than Action's
  • Tactical Shooting, a realistic take on modern firearms
  • the Power-ups series, expanded options for character creation
  • How to Be a GURPS GM, system exposition and GM advice
  • Horror, expanded rules for Fright Checks and more, and a lot of systemless analysis of horror tropes in gaming

The Line Editor for GURPS 4th was and is Sean Punch, known on the GURPS forums as Kromm. From 2009, Jason Levine, known as PK, has been Assistant Line Editor. I'll be quoting rulings and other things by Kromm and PK as we go.

The 32-page GURPS Lite for 4th edition appeared shortly after the Basic Set; a significantly different version (at 44 pages) appeared as an appendix to the Vorkosigan Saga Sourcebook and RPG in 2009. The Discworld Roleplaying Game came in 2016 and the Dungeon Fantasy Roleplaying Game in 2017. These three are "powered by GURPS". Note the absence of "GURPS" in their titles: they're standalone games (though DFRPG stems from the GURPS Dungeon Fantasy line). In practice, the degree of compatibility is very high.

The Basic Set, as corrected by its errata and clarified by the official FAQ defines GURPS' rules. The supplements contain lots of differences, but only rarely will they suggest a given rule replaces a Basic Set rule. PK notes:

Every once in a while, a book will make a change that's intended to be retroactive back to the Basic Set. However, without exception, these changes are fairly minor things that are intended to be taken in the spirit of, "This is a better way to handle <X> in GURPS, but it should be thought of as an optional rule in that you can still use the Basic Set version if you prefer."

I will mention some tidbits from supplements as we go, but I'll call them out as such when I do. Unless otherwise noted, what I present in this tutorial will reflect the Basic Set. I'll often include rulings or clarifications from the official FAQ or the GURPS forums unofficial FAQ or from elsewhere in the forums, and will endeavor to cite the source when I do. I will selectively cite page numbers from the Basic Set, but usually not. I'll remark on where there are differences from Discworld or DFRPG where I know about them.

Occasionally I'll refer to articles from Pyramid. When I do, I'll only be talking about Volume 3, which was published as a monthly PDF periodical from 2008-2018.

I'm endeavoring to convey GURPS' major mechanics. Naturally, I can't convey everything. You should assume that every skill and advantage and topic I mention has details to it that I'm not going into. Often, I will refer you to the rules for details. Sometimes, I will frustratingly refer to the existence of a rule covering a situation but not describe it other than to tell you where to find it. I'm erring on the side of caution in not describing GURPS to a degree of detail that would irk Steve Jackson Games. Inevitably, that will compromise the didactic value of the tutorial in places.

In the end, I'll make suggestions on how best to move on to a published set of GURPS rules.

GURPS is big. No two accounts of what to teach in what order at what level of detail would match. I don't think starting with what I've covered so far is likely to be controversial but inevitably, the further we go, the more room for disagreement there will be regarding my choices of what to emphasize or omit or the order in which to present topics. This is one stab at the material; countless others are possible.

Rule Zero

Some rules in the Basic Set are explicitly labelled optional, but ultimately they all are. GURPS follows Rule Zero: the GM is the arbiter of what rules are in play, how they're interpreted, and even when to ignore them and how.

"Rule Zero", per se, isn't mentioned in GURPS' rules. But Kromm says it's the most important rule in GURPS and variations on its theme pervade the rules.

Perks and Quirks

Quirks are minor Disadvantages, worth just -1 Character Point each. Many correspond to other Disadvantages, but either applying only in very narrow circumstances or imposing only a small penalty or limitation. They don't necessarily have defined mechanical consequences and some may not be all that disadvantageous, but just round out your character. Wears Nothing but Black or Annoying on Road Trips could be Quirks.

Perks are minor advantages, worth just 1 Character Point. Like Quirks, they apply in narrow circumstances or have small effect, but they're not just for flavor – they all have defined mechanical consequence.

As we go, I'll mention some key Perks, mostly combat Perks introduced in GURPS Martial Arts (and reprinted in GURPS Power-Ups 2: Perks).

Handedness and off-hand parries

A character is typically right or left-handed; whichever is not their dominant hand is their off-hand. (Players simply choose one or the other; this isn't an advantage or disadvantage.) You suffer a -4 to Dexterity skills, including weapon skills, when you use your off-hand. The penalty does not apply to any skills one normally learns to do with one's off-hand, like using a shield.

We'll now revise the previous simplification that you could only parry once during the Reactive Phase.

You can parry with either arm, using the relevant Parry score for the weapon you're holding with that hand. If you parry with your off-hand, you're at just a -2 penalty, not the usual -4 you would have for a skill roll. It's as if the -4 off-hand penalty were applied to the skill first before you divided by 2 to calculate the Parry score.

Let's say Alice (remember Alice?) is right-handed. Her Shortsword is 11 so her Parry with it is 11/2 (rounded down) + 3 = 8. With her left hand, her Shortsword Parry would be at -2, or 6.

Let's say Alice also has Knife at 10. Her knife Parry with her right hand would be 10/2 + 3 = 8, and with her left would be 6. So if she had her baton in her right hand and a knife in her left hand, then during the Reactive Phase, she could parry once with the baton at 8 and once with the knife at 6… except that knives are at a -1 penalty to parry, so it would be 5. Turns out she might be better off parrying empty-handed, as we'll see shortly.

Bringing a fist to a knife fight

So far, we've only talked about fighting with weapons. Now we'll consider our first unarmed combat skill, Brawling, a Dexterity/Easy skill.

You can use Brawling to punch, kick, or bite. These are natural weapons; as such, they never need readying. Kicking is harder than punching or biting: kicking attacks are at a -2 penalty.

Weapon Thrust
bite -1
punch -1
kick +0

You could also use Brawling to punch with brass knuckles or a fist load (i.e., a roll of coins or a small metal flashlight in your fist), or hit someone with a sap, or with a rock in your hand. These things don't count as weapon attacks; they're just enhancements to unarmed strikes, giving another +1 in Basic Damage. Steel-toe boots likewise give +1 in Basic Damage to kicks. For all of these, the damage is based on Thrust Damage and the damage type is Crushing (and thus the negative modifiers we see on bite and punch could reduce Basic Damage to 0).

You can also attempt an unarmed Parry with Brawling. Deriving your Parry for unarmed combat skills is the same as for other melee combat skills: 1/2 your skill (rounded down) + 3. Against an unarmed attack or any thrust weapon attack, you get your full Parry, but you have a -3 penalty against other weapon attacks.

Unarmed attacks against weapon wielders can be dangerous. If you succeed in your attack roll, but the defender succeeds at Parrying with a weapon, the defender gets to immediately make an attack roll with that weapon. If that attack succeeds, there is no defense – it hits and deals damage normally (the weapon's wielder chooses which kind of attack it was if the weapon's capable of more than one, e.g., thrust vs. swinging).

If you don't have the Brawling skill, you can also attack with any of these Natural Weapons by rolling against Dexterity instead of Brawling. You can punch, with or without brass knuckles or a fist load. You can use a blackjack. You can kick with a -2 penalty. You can Parry at Dexterity/2 (round down) +3 but you're at -3 to parry swinging weapon attacks. As with Brawling, you're subject to a counter-attack if you strike unarmed and the defender successfully parries with a weapon.

In GURPS, "punch" means unarmed strike with your hand or arm in general. A strike to someone's nose with the heel of your hand? Mechanically, it's a punch. An elbow strike against someone in front of you? A punch. (A knee strike is not just a kick and an elbow strike against someone behind you is a special case; we'll get to these techniques in time.)

One advantage of having Brawling is that you can strike and parry with your off-hand without any off-hand penalty. There's never an off-hand penalty for any of the unarmed combat skills. Having the skill means that you've trained with both hands. An unskilled unarmed combatant can Parry by rolling against Dexterity, but would be at -2 with their off-hand.

If you have Brawling at two or more levels up from beginning level, i.e., at Dexterity +2 or higher, you get a Basic Damage bonus of +1/die of your Strength-determined Thrust Damage. Since that doesn't reach 2d-1 until Strength 19, you have to be very strong for this to mean more than +1.

There are a couple more minor tricks Brawling offers that we won't get to for a while. But if you're thinking there isn't a lot of point to having Brawling at beginning level when you can do all the same things with the same likelihood of success that you can without it, this humble scribe would agree. But at two levels up from beginner, you're attacking at Dexterity +2 and getting +1 in damage.

It'd be easy to think that Brawling defaults to Dexterity without a penalty, but that's not true. Brawling doesn't offer a default to attribute. It just happens to be the case that one can make an unskilled attempt at the same actions by rolling against Dexterity.

Be aware that in GURPS' rules, references to "melee weapon attacks" are often meant to include natural weapons.

There are two other unarmed combat striking skills, Boxing (Average) and Karate (Hard). You could also use either of those to punch or Karate to kick, but we'll save them for later.

The Basic Set was explicit about there being no off-hand penalty with Karate and less than clear that that was also the case with all unarmed combat skills; GURPS Martial Arts states it explicitly.

This forum thread includes many alternatives to determining the damage when an armed defender parries an unarmed attack.

Ambidexterity

The Ambidexterity advantage means you don't have an off-hand and thus never an off-hand penalty.

The Off-Hand Training Perk means you never have an off-hand penalty for some one given skill, either a combat skill like Knife, or any other skill that has applications done one-handed, like Filch. You could have this perk more than once for different skills.

Any mention of off-hand penalties has the implicit exception: "does not apply if you have Ambidexterity or the relevant off-hand training perk".

More maneuvers, more problems

Move

Basic Move is another secondary characteristic – it defaults to your Basic Speed rounded down. Both Alice and Bob, above, would have a Basic Move of 5, though Bob's Basic Speed is higher. Basic Move is the basis for your Move score. We'll see later that your Move score is your Basic Move after any penalty for encumbrance, but for now we'll treat them as equal.

Move is another combat maneuver – you can use it to move up to your Move in yards in one Active Phase. You can attempt Active Defenses normally. So Alice could move up to 5 yards.

Concentration

The Concentrate maneuver is the counterpart to Ready for mental actions. You'd use it for anything involving a roll against a skill based on Perception, Will, or IQ (or against those attributes themselves), or anything else primarily mental (even if there might be a minor physical component to the action). For instance, you might try to Intimidate a foe in combat (talk is a free action, but for anything calling for a roll the GM would probably call for a Concentrate maneuver.)

If you're attempting something that requires multiple turns and you take an injury or attempt an Active Defense before you're done, you have to roll vs. Will at -3. If you fail, your concentration is ruined and you would have to start the attempt over. (Concentration sees more use in games with magic – it's the maneuver you use if you want to cast a spell.)

All-out Defense: Double

Earlier, we said you could attempt only one Active Defense to any given attack. All-out Defense: Double creates an exception to that. If your first defense against a given attack fails, you can attempt a different Active Defense against it. If the first defense was a Parry, a Parry with your other arm counts as a different Active Defense. Like all All-Out Defense maneuvers, selecting it means you give up any chance to attack this turn.

Given that you can always dodge as many times as you need to, and your number of parries is limited, with an All-out Defense: Double you'll generally want to attempt a Dodge for your first defense.

All-out Attack: Double

You make two separate melee attacks against the same target, rolling for each. This may be the same kind of attack twice, or two different kinds of attacks. Attacking with two weapons requires a ready weapon in each hand. Off-hand penalties apply normally. Like all All-Out Attacks, selecting it means giving up any chance to attempt an Active Defense during the Reactive Phase and any attacker's success against you is determined wholly by their attack roll.

Two attacks don't do you any good if they both fail. If your attack's Essential Skill is low, you might be better off with All-out Attack: Determined for a single attack at +4.

Hang 'em from the yardarm

You may have noticed we spoke of distance in yards above. GURPS measures things by the United States Customary System. Sorry, global majority of Système Internationale users. If you prefer metric, the Basic Set suggests that calling yards meters and pretending pounds are a half kilo are generally "good enough for gaming". If you prefer, Ben Finney wrote this thorough conversion.

Fast-draw artist

The Fast-Draw skill is important for anyone who wants to get into combat quickly. We saw earlier that even an easily accessible weapon requires a Ready maneuver before it's in hand and ready to use… unless you have Fast-Draw, that is.

Fast-Draw requires a specialty like Knife or Sword (which covers any one-handed blade bigger than a knife). In combat, at the beginning of your turn before you've selected a maneuver, you can make a Fast-Draw skill roll. On success, the weapon is in hand and you can use it immediately. On failure, you must select a Ready maneuver, the same as anyone who wanted to draw a weapon but didn't have Fast-Draw. On critical failure, you drop the weapon.

If you want to Fast-Draw a sheathed weapon to Parry an attack… you can't. You must make your Fast-Draw attempt at the beginning of your turn. Good luck with your Dodge.

Note that the the specialties for Fast-Draw aren't equivalent to the weapon skills' categories – Fast-Draw (Sword) covers blades you might use with Shortsword or Broadsword, but not the short or long clubs you might use with those skills.

(There are other Fast-Draw specialties for other weapons that we'll see later.)

Me, you, and everybody else

We've implied it throughout, but haven't stated it yet: a core principle of GURPS is game-mechanical equivalence of PCs and NPCs. Both are made up of attributes, and skills, and advantages, and disadvantages. NPCs are rarely as fully specified as PCs – a GM might know no more about some given NPC than, say, that they have Strength 12 and Shortsword at 13, with all other attributes at the human default of 10. But generally, things work the same way for an NPC – as needed, the GM makes the same rolls on behalf of an NPC that a player makes for a PC.

Influence revisited

It is better to give than to receive

Influence is necessarily an exception to PC-NPC equivalency. The mechanics are asymmetric here. Players always choose how their characters act, so of course a PC's reaction can't be subject to a reaction roll. But NPCs or other PCs can attempt to influence a PC. It's addressed with a normal influence roll – a Quick Contest of the influencer's relevant skill vs. the other's Will, like normal. If the influencer wins the contest, note their margin of victory.

In subsequent relevant rolls involving the two, that margin of victory applies as a bonus or penalty, whichever is appropriate, at the GM's discretion.

There isn't a mechanical effect defined for when the influencer ties or loses; the PC simply reacts as they see fit.

Other influential or potentially influential skills

Some skills specify they can be used for influence rolls under particular circumstances – Law to influence a judge, or Games to influence a referee. The GM might allow others, e.g., Engineering (Civil) to persuade another civil engineer that there's a pressing reason to evacuate the building. Several skills allow you to make an ordinary Success Roll where success provides a bonus to your reaction roll in a particular situation, e.g., Administration to deal with a bureaucrat (see also: Carousing, Connoisseur, Politics). Or merely having a skill at all might help – Merchant at any level automatically means at least a +1 on reaction rolls when trying to buy or sell.

The 6 skills listed above as generally allowing Influence Rolls – Diplomacy, Fast-Talk, Intimidation, Savoir-Faire, Sex Appeal, Streetwise – all have other uses, too. Consult the rules for details.

Flat affect

Notice that an Influence Roll substantially flattens the potential outcomes to either Good or Bad (or potentially Very Good with Sex Appeal). It's possible you could have done better at random with a plain Reaction Roll. GURPS Social Engineering offers an alternative where the Margin of Success or Failure of the Influence Roll determines the reaction and offers a broader range of results.

Truth & Lies

If you're asking questions of someone, a Good reaction (through a plain Reaction Roll or an Influence Roll) could be all you need for answers. If you're asking about something they really don't want to answer, you might have a massive penalty to your roll. At some point, characters are likely to want to get the truth out of someone who doesn't want to talk, or to convince someone else of their own lie.

The Interrogation skill applies to getting truthful answers when questioning a prisoner. It doesn't apply in any other context. With a successful Quick Contest vs. the subject's Will, the subject answers with the truth. If an NPC is interrogating a PC, the PC answers as they please but if the NPC won the contest, they know it's a lie.

Detect Lies is a Quick Contest vs. the speaker's Acting, Fast-Talk, or IQ. At the GM's discretion, a loss may mean you can't tell whether it was a lie, or may leave you convinced a lie was the truth or vice versa.

In GURPS, the Acting skill is all about deceit – screen or stage acting uses the Performance skill. While Voice (and Disturbing Voice) provide modifiers to Fast-Talk, they don't affect Acting. Charisma and the appearance-related advantages and disadvantages don't affect either of them.

Possessing the Empathy advantage lets you make a simple Success Roll vs. your IQ to tell whether someone is lying. Sensitive is a weaker version of Empathy – your roll is at -3. But if you also have Detect Lies, Empathy gives +3 to a Detect Lies roll and Sensitive gives +1.

The Body Language skill also allows an IQ roll to tell whether someone's lying, but there are penalties to your roll for anything that interferes with your ability to see the subject.

None of these have combat applications – eventually, we'll get to rules for misleading someone or reading someone's intentions during combat.

Some related disadvantages:

Low Empathy – -3 to Acting, Detect Lies, Interrogation, and most other social skills

Easy to Read – Other people have +4 on Empathy, Body Language, Detect Lies (and several others) against you

Oblivious – -1 to use or resist Fast-Talk and many other social skills

Truthfulness – You're at -5 to Fast-Talk or Acting

Shyness – -1 to -4 (it comes in levels) on nearly all social skills

Doing Nothing to Avoid Unconsciousness

If you're at or below 0 HP, you can avoid making an unconsciousness check by doing nothing during your turn. That means both choosing the Do Nothing maneuver and not attempting any Active Defenses. If you did skip an unconsciousness check by choosing Do Nothing but then during the Reactive Phase wanted to attempt an Active Defense after all, before rolling the Active Defense attempt, you'd have to make the unconsciousness check. (In that case, you didn't avoid the unconsciousness, just postponed it.)

No matter when it occurs, you only need to make the one unconsciousness check during any given turn for being at or below 0 HP. That'll tide you over for the whole time until your next turn begins.

Medic!

Naturally, you can recover HP. But in a world without healing potions, it's not quick.

First Aid

After someone has received injuries, someone needs to bandage them. It takes a minute, so isn't a practical option during combat. It requires a First Aid roll. On success, it restores 1 HP; on failure it does nothing.

Subsequent to that (the bandaging has to happen first), someone with the First Aid skill can attempt treating shock. Assuming the aid-giver is able to keep the patient under reasonably calm, comfortable conditions for at least 10 minutes, the aid-giver can roll against their First Aid skill. The results are:

Result Outcome
Critical Success if bandaging already restored 1 HP, 5 HP restored, otherwise 6 HP
Success if bandaging already restored 1 HP, 1d HP restored, otherwise 1d-1 HP
Failure nothing
Critical Failure 2 HP lost

Having a first aid kit grants a +1 to relevant First Aid rolls; having a more extensive crash kit grants +2. Only one person can try Treating Shock, and only one attempt is allowed.

No published version of the rules makes clear that bandaging requires a First Aid roll (and Discworld states explicitly in one place that it doesn't, though its skill description for First Aid includes bandaging) but that's the ruling. "In fourth edition, both effective bandaging (which stops bleeding and restores 1 HP) and full trauma treatment (which does the above, plus potentially recovers more HP) require successful First Aid rolls." DFRPG's first aid rules diverge significantly from the others' versions; consult it for details.

Natural Recovery

If you're injured' then for each full day of rest you have you can roll vs. Health to see if you have natural recovery of 1 HP. If you're under the care of a competent doctor, i.e., someone with Physician at 12 or more, you get +1 to the roll; the GM may apply other modifiers depending on just how restful the day really was or wasn't. Also, if you're under a doctor's care, each day the doctor can roll against their Physician score. Results are:

Result Outcome
critical success recover 2 HP
success recover 1 HP
failure no effect
critical failure lose 1 HP

These results for the Physician roll are on top of whatever natural recovery the patient did (or didn't) have.

They say that waking up is hard to do

If you're unconscious, but have at least 1 HP, you awaken automatically in about 15 minutes. This circumstance could apply, for instance, if you failed an unconsciousness check at 0 HP but someone restored 1 HP to you through successful bandaging.

At 0 or fewer HP but above -1 x maxHP, each hour make a Health roll. On success, you come to and can act normally. You don't need to make unconsciousness checks to continue to stay conscious, even if a new combat begins… until you receive further injury. Then you must immediately make an unconsciousness check to remain conscious, and make further checks at the start of each of your turns.

If you're unconscious and your HP are at -1 x maxHP or less, you're officially in bad shape. After 12 hours, make a roll against Health. If you succeed, you're conscious. You're in the same state as described above when you regain consciousness when you're at 0 HP or fewer but above -1 x maxHP – you're stable and don't need to make further unconsciousness checks… unless you receive further injury. If you fail the Health roll, you'll need surgery to have a chance to survive. We won't go into those rules.

Rules for medical treament in general vary with Tech Level. In keeping with restricting this discussion to the modern world, these correspond to TL 8.

Physician, heal thyself

In general, you can't make medical skill rolls (including for bandaging and treating shock) to heal yourself. The GM may allow given cases that seem plausible, but expect a substantial penalty, for instance -1 for every HP below your maximum you are.

This was inadvertently omitted from the rules.

Some healing advantages

Rapid Healing: +5 to any Health rolls to recover lost HP (requires Health of 10 or more)

Very Rapid Healing: as Rapid Healing, but success means healing 2 HP instead of just one (requires Health of 12 or more)

Rapid Healing and Very Rapid Healing are the first examples we've seen of prerequisite conditions for having advantages (beyond the mutual exclusivity of some advantages/disadvantages). DFRPG has a more heroic version of Very Rapid Healing; consult it for details.

Safety tip

In GURPS, even 1 HP represents a significant injury. Everyday scratches and bruises are 0 HP.

Getting low on HP is bad. Try to avoid it. Losing 1/3 your HP – about 3 for an average person – is a big deal and many NPC combatants would surrender or run at that point. Anyone still fighting after losing 2/3 their HP either doesn't have much sense of self-preservation or is choosing to fight on at risk of death. PCs would do well to remember those guidelines too.

That said, with most weapons it's unlikely to kill someone in combat outright – before the death checks would begin at -maxHP, a combatant is likely to have needed two or more unconsciousness checks. Unlike the death checks, those happen every turn instead of only with fresh injury, and they're at a penalty when your HP drops very low. So odds are that a combatant will be taken out of a fight by failing an unconsciousness check, not by dying.

Most muscle-powered weapons, that is. Sudden death is a real possibility with a massive injury, as we'll see eventually when we get to guns.

Even more on skills

A skill list

There is no official list of essential skills. It's expected that GMs will define what skills are allowed in a game. It's one of the things that individuates campaigns.

Here's an incomplete list of skills that might be used in a modern setting (omitting combat skills). A few of them are particular to the modern world, but most could play a role in nearly any setting. Some of them we've seen before; most of them we haven't. The ones marked with a dagger (†) require specialties, like Savoir-Faire (High Society).

Everyday: Computer Operation, Cooking, Housekeeping, Knot-tying

Athletic: Acrobatics, Climbing, Hiking, Jumping, Running, Sports†, Swimming, Throwing

Social: Acting, Body Language, Carousing, Detect Lies, Diplomacy, Fast-Talk, Gambling, Gesture, Intimidation, Panhandling, Politics, Public Speaking, Savoir-Faire†, Sex Appeal

Police: Criminology, Forensics, Interrogation, Observation, Search

Military: Camouflage, Cryptography, Intelligence Analysis, Leadership, Strategy†, Tactics

Criminal/Street: Disguise, Filch, Forced Entry, Forgery, Holdout, Lockpicking, Pickpocket, Scrounging, Sleight of Hand, Smuggling, Stealth, Shadowing, Streetwise, Urban Survival

Medical: Diagnosis, First Aid, Pharmacy†, Physician, Poisons, Surgery

Outdoor/Exploration: Naturalist, Survival†, Tracking

Knowledge: Area Knowledge†, Current Affairs†, Connoisseur†, Games†

Scholarly: Research, Teaching, Writing

Social Sciences/Humanities: Anthropology, Archaeology, Geography†, History†, Law†, Philosophy†, Psychology, Sociology

Design/Invention: Architecture, Computer Programming, Engineer†

Business: Accounting, Administration, Merchant

Natural Sciences: Astronomy, Biology, Chemistry, Geology, Mathematics, Meteorology, Paleontology†, Physics

Arts/Entertainment: Artist†, Dancing, Musical Instrument†, Performance, Poetry

Technical: Electronics Operation, Explosives, Photography

Repair/Maintenance: Electrician, Electronics Repair†, Mechanic

Vehicles: Bicycling, Driving†

The categories above are from the official freely available GURPS Skill Categories list. I'll note:

  • the categories are just for presentation; presence or absence in a category doesn't have significance in the rules
  • many skills occur in multiple categories in the full list; for brevity's sake, I picked just one for each I mentioned
  • there are a few whole categories I omitted
  • the official list itself notes "these classifications are suggestions, not rules. If you disagree with a skill's placement, change it!"

You can find the complete skill descriptions in the Basic Set for all of these and many more, as well as the defined specialties for skill categories. Many of them are in Gurps Lite, DFRPG, and Discworld, though the latter two won't have skills particular to the modern world. Either of GURPS Action 1 or GURPS Monster Hunters 1 provide their own skill lists for the modern world.

Is that a dagger I see before me?

A lot of things above are marked with a dagger to indicate a required specialty. Here are some examples, none of them exhaustive:

  • Artist: Drawing, Painting, Sculpting
  • Connoisseur: Literature, Music, Wine
  • Driving: Car, Motorcycle, Construction Equipment
  • Electronics Operation (or Electronics Repair): Communications, Scientific, Surveillance
  • Engineer: Civil, Electronics, Material
  • Law: US Family, EU Contract, Canada Criminal
  • Survival: Woodlands, Jungle, Desert

Skills with specialties are always written with the specialty parenthesized after the skill category, e.g., Law (EU Contract). To be clear, Artist is not a skill. Artist (Painting) is a skill.

You look very nice today

Sometimes two skills seem relevant for a task. For instance, this room is smaller than it should be given the layout of the house due to a secret room waiting to be discovered. Perception or Architecture? Why not both?

A Success Roll against a complementary skill can provide a modifier to a subsequent Success Roll against the master skill where success or failure makes for +1 or -1, with a crit adding another +1 or -1. In summary:

Complementary result Modifier
Critical Success +2
Success +1
Failure -1
Critical Failure -2

For noticing the room discrepancy, that could be Architecture as complementary and Perception as master. Having noticed it, finding a secret door could be Perception as complementary to Traps.

For some cases where rules suggest rolling a skill with a different attribute from its Controlling Attribute, you might consider letting that attribute be a complementary roll to a master skill roll. Or vice versa.

This is a rule you won't find in the Basic Set – it was first published in GURPS Dungeon Fantasy 2: Dungeons in 2008. You will find it in numerous GURPS supplements and the DFRPG; it's so useful that it's been repeated frequently. You can find it in the preview for Gurps Action 2: Exploits and a more detailed exploration in "Full Complement" in Pyramid #65: Alternate GURPS III.

Knowing things and Finding Things Out

There are several skills related to knowledge. You're in Texarkana wondering where's the nearest place you can buy bandages at 3 AM? If you're lucky, someone has Area Knowledge (Texarkana) and a successful skill roll would mean that person would know exactly where. You could have Area Knowledge of something as small as a neighborhood or as large as a large nation, but the bigger it gets, the more general your potential knowledge becomes. Area Knowledge defaults to IQ -4, but only for places the character has lived.

Geography, similarly, can be specialized to small or large, but what you might know becomes more and more general the larger your specialty is.

Current Affairs requires a specialty like Pop Culture or Politics or Business. It gives you a chance to recognize names that have been in the news and maybe some common knowledge about them.

Specialties of Connoisseur can play a role in social situations to establish your bona fides. They also let you know what's valuable or not in their domain, and thus whether something's a fair price when you're buying or selling. The Basic Set emphasized high culture subjects as possible specialties of Connoisseur; later supplements explicitly included Beer, Cars, Coins, Guns, Stamps, and many more.

Naturally, having an academic skill means knowing the basics of the field and being able to roll for knowing particular things with a bonus or penalty based on how obscure it is.

History requires a specialty, which might mean a large region during a discrete time period, e.g., China: Han Dynasty, or a discrete region throughout a long period, e.g., Sweden.

Research is a skill that isn't specialized and covers researching any kind of knowledge in a library, or newspaper morgue, or in a county assessor's records, etc. Academic skills might be complementary to Research for particular tasks.

If you figure someone has to have heard something and you're asking around for who might know, Area Knowledge might help you find appropriate bars in which to try Carousing to see if people might let information slip to a new drinking buddy. Streetwise might also point you in the right direction. Or a successful roll with relevant Savoir-Faire specialty could point you to someone.

Once you're asking questions of someone in particular, any skill allowing an Influence Roll might get answers with a Good reaction (as noted above). A relevant Connoisseur or Savoir-Faire specialty or other skills might be complementary, depending on whom and how you're asking.

Skills defaulting to other skills

We've discussed using a skill you don't have by defaulting to its attribute, i.e., rolling against the Controlling Attribute at a penalty. Most skills also offer defaults to related skills at a penalty.

There's no generic pattern to what defaults exist and what the penalties are – you have to look to the skills' descriptions. For instance, Broadsword and Shortsword default to each other at -2, Shortsword defaults to Knife at -4, and Knife defaults to Shortsword at -3.

Due to some contrived circumstance, Alice and Bob have swapped weapons. Alice has Shortsword at 11, so she can use Bob's knife at 11-3 = 8. Bob isn't doing as well – he has Knife at 11, and so he would use Alice's baton at 11-4 = 7 for Shortsword.

But you can only use defaults of the skills you actually have – you can't chain skill defaulting. Maybe you have Survival (Woodlands) at 16. Naturalist defaults to any of the Survival skills at -3, so you could roll for Naturalist tasks at 13. Biologist defaults to Naturalist-3… but you'd need to really have the Naturalist skill to take advantage of that default. You couldn't use your Survival (Woodlands) to roll for Biology at 10. You'd be stuck rolling against IQ-6 like most people without Biology. (Though Biology is Very Hard, it allows a default to IQ-6.)

Where skills have required specialties, it's often the case that the specialties default to each other (often at -4, but the exact penalty varies). Engineering, Driving, Electronics Operation and Electronics Repair specialties default to each other at -4. Aquatic Survival specialties default to each other at -4, but land-based Survival specialties default to each other at -3. Law specialties default to each other at -4 when the region or field differ, e.g. between US Contract and EU Contract or between US Contract and US Criminal. If both are different, it's -6.

Among skill defaults and attribute defaults you might have several choices of how to roll something. You always get to choose the best.

Prerequisites

Some skills are prerequisites of others. You can't have Surgery without having at least one of First Aid or Physician. You can't be a Physicist or an Engineer without Mathematics (Applied). But most skills don't have any prerequisites; there isn't a complicated skill tree to think about.

On the virtues of a long skill list

Prerequisites and defaults are some of the ways GURPS' lengthy skill list pays off. Knowing a lot about some given thing often means knowing at least a little about several other things. GURPS provides a mechanical representation of this; it's simply outside the granularity of a system with a short skill list.

Bang!

But you don't need the long skill list.

Wildcard skills represent whole bodies of knowledge, often corresponding to professions. They're listed with an exclamation point, e.g., Hacker!, Cat Burglar!, Doctor!, and are thus also called bang skills. The rules' examples of Wildcard Skills define fairly precisely what skills in what contexts a given Wildcard Skill corresponds to in terms of the normal skill list.

But you could also play fast and loose and simply say that a character has Con Artist! at 14 and Unarmed Combat! at 12 and rule on the fly where the skills apply, basically treating GURPS like it has a short list of broad skills.

Wildcard skills are defined as a cinematic option (and aren't mentioned at all in GURPS Lite). They're such a powerful simplifying device that I'm making an exception to this tutorial's avoidance of cinematic options. They appear in the Basic Set and in GURPS Supers; they're used extensively in the GURPS Action and GURPS Monster Hunter series; they're examined most closely in GURPS Power-ups 7: Wildcard Skills.

Modifiers

The vastness of GURPS offers a huge number of specific modifiers for specific situations. But it's always the case that the GM can apply a task difficulty modifier (TDM) based on circumstances or difficulties. For someone who has the skill being tested, this gives a picture of what various total modifiers mean:

Modifier Meaning
+8 Trivial – even a beginner is almost guaranteed success
+6 Very easy – it would take bad luck for even the intermediately skilled to fail
+4 straightforward – a competent person is almost guaranteed success
+2 very favorable
+1 favorable
0 default adventuring conditions
-1 unfavorable
-2 very unfavorable
-4 hard – even a competent practitioner would hesitate
-6 very hard
-8 dangerous

Above or below this range might well mean something so easy or so hard that the GM would rethink calling for a roll at all.

Mundane workaday tasks that aren't performed under unusual stress or hurry are generally at +4. As we said earlier, someone with a Base Skill of 12 is solidly competent at their job. Most of their work tasks are at +4, so they roll with an Effective Skill of 16 and succeed 98% of the time and the world keeps turning. But these are mostly the sorts of things that NPCs are doing in the background.

Though specific modifiers might be defined for a situation, for speed and ease the GM might choose to dispense with looking them all up, and just embed the overall difficulty into a TDM. One rule of thumb for coming up with it is a +1 for every word it takes to describe ways in which the situation is favorable and -1 for every word that's unfavorable. Climbing a steep, thorny hill in dim light? -3.

If the GM is winging a TDM, they should keep in mind that if the person's unskilled at the task, the penalty for defaulting to an attribute or another skill should be on top of whatever TDM describes the situation otherwise. The modifier guidelines above assume someone with the skill.

Ranged Combat

Bringing a bow to a fistfight

All hand-to-hand combat, both unarmed and with weapons, everything we've talked about so far, is melee combat. If you want to deal damage from afar, we need to talk about ranged combat. They may not play a major role as weapons in the modern world, but bows are still here and they make a good introduction to ranged combat in GURPS.

Since any given ranged weapon only does one type of damage, we'll use just one Damage column and the abbreviations 'thr' for Thrust (and, later, 'sw' for swing).

Weapon Skill Damage Range Strength
short bow Bow thr +1 x10 7
regular bow Bow thr +2 x15 10
composite bow Bow thr +4 x20 10

Individual bows, themselves, have Strength ratings. The damage you do with a bow is based on the Strength of the bow. Having a Strength greater than the bow you're using doesn't do you any good and you simply cannot use a bow if its Strength is higher than yours. Unless noted otherwise, it's assumed that archers always get a bow whose Strength is the same as their own, so issues of inability to pull it (or of doing Damage corresponding to Strength less than an archer's own) would only come up if someone grabbed someone else's bow in an emergency.

Range is expressed as a multiplier of the bow's Strength – the result is how many yards you can shoot.

A composite bow of Strength 13 has a range of 13 x 20 = 260 yards.

The Strength listed above is as low a Strength as a bow can be made with. The highest is three times the listed Strength above, e.g., 21 for a short bow. In a mundane game, being so strong that you can't find a bow to match your strength is unlikely to come up.

You'll notice that Range is enormous. Anyone with average or better Strength (10+) could shoot 200 yards with a Strength 10 composite bow. But it's extremely unlikely they'd hit their target at that range. Ranged attacks targeting things further away get progressively more difficult, according to this range table:

Distance Penalty
5 -2
10 -4
20 -6
50 -8
100 -10

That's a shortened and less detailed range table. For the full one, consult GURPS Lite or the official character sheet.

As a defender, you can't Parry arrows – they're too fast. But you can try to Dodge per the usual limitation that you can see your attacker and are aware the attack is coming. You're not Dodging the arrow; you're Dodging your best guess of the archer's aim.

It takes two Ready maneuvers before you can shoot an arrow from a bow: one to nock the arrow, and one to draw the bow.

Fast-Draw (Arrow)

Fast-Draw (Arrow) is a specialization of the Fast-Draw skill that allows you to avoid one Ready maneuver, like usual. You make a Fast-Draw roll; on success, your arrow is nocked and you can immediately choose a Ready maneuver to draw your bow. It cuts the two Ready maneuvers archers would otherwise use down to one, allowing a shot every two turns instead of every three. On failure, you drop the arrow. And on critical failure, you manage to dump your quiver.

Ranged maneuvers

The version of All-out Attack: Determined with a +4 to attack we saw before is only for melee. Ranged attacks have their own version of All-out Attack: Determined that offers just a +1 to hit. There is no All-out Attack: Strong for Ranged attacks.

Ranged Weapons have a bonus to attack if you take time to aim them – each weapon has an Accuracy rating.

Weapon Skill Damage Range Accuracy Strength
short bow Bow thr +1 x10 1 7
regular bow Bow thr +2 x15 2 10
composite bow Bow thr +4 x20 3 10

Aim is another maneuver. When you choose Aim, you specify a particular target. On your next turn, an Attack or All-out Attack maneuver against that target gets the weapon's Accuracy as a bonus on the attack roll. Continuing to aim for 1 or 2 turns more gets another +1 per turn, but there's no further bonus for aiming for longer.

Turns Aimed Bonus to attack
1 Acc
2 Acc+1
3+ Acc+2

The +5 bonus one could get by aiming a composite bow for 3 seconds could go a long way toward cancelling distance penalties for long shots.

As with Concentration, Aim is difficult to maintain if circumstances split your attention. If you attempt an Active Defense while Aiming, your Aim is spoiled and you lose any benefit. If you receive an injury, roll vs. Will to maintain your aim. Concentrate's less demanding than Aim regarding Active Defense – Concentrate isn't lost providing you succeed at a Will-3 roll. But Aim's easier to maintain in the face of injury than Concentrate, because it takes only an unpenalized Will roll instead of Concentrate's Will-3.

Throwing a knife at a bow fight

Throwing a weapon is another muscle-powered ranged attack. Different weapons have their own distinct skills, like Thrown Weapon (Axe/Mace) and Thrown Weapon (Knife).

Longer, heavier weapons that spin as they're thrown, like a throwing axe, do Swinging Damage. Other thrown weapons do Thrust Damage (i.e., lightweight weapons like knives, or weapons that fly straight, like a spear.)

Thrown Weapon Specialty Damage Range Accuracy
large knife (Knife) thr +1 x0.8 0
throwing axe (Axe/Mace) sw +3 x1 2
spear (Spear) thr +4 x1 2

For thrown weapons, the listed range is multiplied by your own Strength.

And the range in the above table is actually just the range up to which you can do full damage, not your maximum range. At or beyond that range, there's a further range you can target and make an attack roll for, but in that range your Basic Damage is halved. The official names of the multipliers to Strength that define your ranges are Half-Damage Range (1/2D) and Maximum Range (Max), respectively. Those numbers describe the range, inclusive, in which you do half damage – it starts at 1/2D and ends at Max. Any range less than that is full damage. We'll revise Range for the weapons table to list 1/2D first, then Max Range. Adding the longer range in which half-damage is done gives us:

Thrown Weapon Specialty Damage Range Accuracy
large knife (Knife) thr +1 x0.8/x1.5 0
throwing axe (Axe/Mace) sw +3 x1/x1.5 2
spear (Spear) thr +4 x1/x1.5 2

When taking the half damage, you round down, but the usual rule applies that for non-crushing damage there's a minimum of 1.

There's a 1/2D and Max Range for bows, too, that we omitted earlier. Given the range penalties involved, you probably won't often see people succeeding with archery at or beyond their 1/2D range.

Weapon Skill Damage Range Accuracy Strength
short bow Bow thr +1 x10/x15 1 7
regular bow Bow thr +2 x15/x20 2 10
composite bow Bow thr +4 x20/x25 3 10

Molly has Strength 12. She could throw a throwing axe or a spear up to 12 yards, and a large knife up to 9 yards (0.8 * 12, rounded down).

Molly is throwing a throwing axe at someone 10 yards away. Her Thrown Weapon (Axe/Mace) skill is 16. She's at a -4 penalty due to the range, but she rolls an 11 and succeeds. Her target attempted to Dodge, but failed, so she rolls for damage. Damage for the throwing axe is Swing +2; for Strength 12, that means a total of 1d+4. She rolls a 3 for a total Basic Damage of 7.

Bob has Strength 10 and Thrown Weapon (Knife) at 13. His 1/2D Range through Max Range is 8-15 yards, the range in which he'd do half damage. He does full damage at anything less than 8 yards. He throws a large knife at the back of someone wearing a leather motorcycle jacket 10 yards away. The throw is at -4 for the range, so he needs to roll 9 or less. He rolls a 7. The target was unaware of the attack, so doesn't get an Active Defense. The knife does unmodified Thrust Damage, which is 1d-2 for Strength 10. He rolls a 2, for a result of 0, but a cutting (as opposed to crushing) weapon does a minimum of 1, so it's at 1. He's beyond the range at which he does full damage, so it's cut in half. But a cutting weapon does a minimum of 1, so the ultimate result for Basic Damage is still 1. After all of that, the leather jacket's DR of 1 reduces the Penetrating Damage to 0. But now the jacket-wearer is aware of Bob, and he's not happy with him.

With Accuracy score 0, like throwing knives have, your first Aim maneuver does you no good, but you can continue to aim for one or two more turns for a +1 or +2 bonus.

Defending against thrown weapons

Per the usual condition that you have to be aware of an attempted attack, one can attempt to dodge or even parry thrown weapons, but parrying is at a -1 penalty, or -2 for small thrown weapons like knives. You'll recall that Brawling Parries or unskilled unarmed Parries using Dexterity are at -3 against weapons other than thrust weapons in combat, so a Brawling Parry against a thrown knife would be at -5 and you'd almost certainly be better off Dodging.

          Target's
Thrown Weapon Specialty Damage Range Accuracy Parry
large knife (Knife) thr +1 x0.8x/1.5 0 -2
throwing axe (Axe/Mace) sw +3 x1/x1.5 2 -1
spear (Spear) thr +4 x1/x1.5 2 -1

Convert Adds to Dice

One's Strength-determined damage might be 1d+2 or 2d+2. With weapons offering +3 or +4 on top of that, there's a potential for a large amount of guaranteed damage. Guarantees are boring, so the Convert Adds to Dice rule puts randomness back in: for damage rolls, if there's a static +7 or more Basic Damage guaranteed, subtract 7 and add 2d. If there's a static +4 or more Basic Damage guaranteed, subtract 4 and add 1d. (7 is the average result of 2d and the average result of 1d is 3.5, which rounds up to 4.) Repeat as necessary.

This conversion always occurs last, after all modifiers have been added. In particular, if your attack will do 2d+4 damage and you have a +1/die modifier, the +1/die makes it 2d+6, which is converted to 3d+2. You'd never convert 2d+4 to 3d and then add +1/die for 3d+3.

This is explicitly labelled an optional rule. This tutorial won't perform this conversion without calling explicit attention to it in an example.

More on Active Defenses

Block party: shields and cloaking devices

They may not get a lot of play in the modern world outside of police riot gear, but it's possible someone could use a shield, which brings us to the final Active Defense, Block. Block is the use of a shield or a cloak slung over your arm to absorb or deflect an attack.

Shield and Cloak are each their own skill, and your Block score for either is half that skill (rounded down) + 3, analogous to how Parry is derived from the relevant weapon skill.

Shields or cloaks have a defense bonus (DB).

Type DB
Small Shield 1
Light Cloak 1
Medium Shield 2
Heavy Cloak 2
Large Shield 3

This defense bonus is added to all Active Defenses – Dodge, Parry, or Block – against attacks coming from your front or from your shield or cloak-hand side (Obviously, determining that is going to be an inexact science if you're not playing with hex maps and carefully tracking facing.)

Unlike Parry, you can attempt to use Block against an archer. You can also try to Block any attack you could Parry, i.e., any muscle-powered ranged weapon, or any melee attack, whether with a weapon or unarmed.

You can only Block once during the Reactive Phase (but the defense bonus for using a shield or cloak is added to any number of applicable Dodge or Parry attempts you might make.)

A large shield gets in your own way: holding one imposes a -2 penalty to your attacks.

You probably won't be surprised that there's an All-Out Defense: Increased Block maneuver that gives +2 to block.

Active Defense review and multiple parries

To reiterate, it's always a requirement that you can perceive an attack and know where it's coming from to be able to attempt an Active Defense.

Dodge means trying to not be where the attack is. If it's successful, there was no contact.

Parry means using your arm or a weapon to deflect an attack away. This includes things martial artists might call a block, but in GURPS terms it's an unarmed parry.

Block means using a cloak or shield to absorb an attack and/or to confuse the attacker.

The border between Parry and Block isn't absolute in terms of what it looks like in the game world. In a particular case, a Parry could mean using your weapon to absorb the force of a blow or a Block could mean deflecting an attack with your cloak. But there's a distinct border between them in the game mechanics. An Active Defense with a weapon (or a limb) is a Parry. With a shield or a cloak, it's a Block.

We originally said you can make one Parry during the Reactive Phase and later corrected that to one Parry per arm. We're going to further correct it now: you can Parry multiple times with the same arm, but the additional parry is at -4. Further parries are possible, but the -4 per additional parry is cumulative, so a third with the same arm would be at -8, etc. (It'd take truly desperate circumstances for your best option to be attempting something at -8.) This applies to any Parry you attempt during the Reactive Phase, whether it's based on a weapon skill, an unarmed combat skill, or unskilled unarmed combat using Dexterity.

In terms of what attacks you can use them with, Parry is narrowest and Dodge is widest.

Parry can be attempted against any melee attack, unarmed or with a weapon, and against thrown weapons, i.e., muscle-powered ranged weapons that aren't missile weapons. Against small thrown weapons like knives, there's a -2 penalty to Parry; against all other thrown weapons, it's -1.

Block can be attempted against any melee attack and any muscle-powered ranged weapon, including missile weapons.

Dodge can be attempted against any melee or ranged attack. Spoiler: yes, even guns (but you wouldn't get to add a shield or cloak's DB in that case).

  Parry Block Dodge
melee attack yes yes yes
thrown weapon at -1 or -2 yes yes
muscle-powered missile weapon no yes yes
any melee or ranged attack no no yes

Number of attempts allowed during the Reactive Phase:

  Parry Block Dodge
Number See above 1 unlimited

There's one very specific wrinkle to unarmed parries of thrown weapon attacks. On a critical success on the Parry, or any success with a Margin of Success of 5+, the defender safely caught the weapon.

The skill descriptions for Boxing, Brawling, and Karate on B182 and B203 all say "allows you to parry two different attacks per turn, one with each hand." That's apparently a reference to the absence of off-hand penalty. What's described here is based on 'Number of Parries' on B376 along with the clarification that unarmed combat skills never have off-hand penalties.

Strength revisited

The Basic Set says "Strength is more “open-ended” than other attributes […] a human could have a ST over 20 – record-setting weightlifters can be very strong!" The arguments of GURPS players are infinite: various interpretations of real-world weightlifting records and how those feats should be interpreted in game terms have placed the max Strength attribute for a mundane human from 19 to 25. For a given game, it's what the GM defines it to be.

Basic Lift

A bonus to defenses in general sounds pretty handy. You might wonder why everyone doesn't carry a shield all the time.

Besides Damage and HP, Strength determines a third secondary characteristic, Basic Lift (BL). Basic Lift is calculated from (Strength * Strength)/5, rounded up or down to the nearest whole number, another exception to always rounding down. But you don't need to remember that because you can look it up in a table.

I've mentioned that Strength is exceptional in not being the Controlling Attribute for any skills and because GMs often allow a higher maximum for normal humans than for other attributes. It's also the only attribute that's quantifiable in real world terms. Basic Lift is the amount of weight one can lift one-handed in one second. Here's a revised Strength table that adds Basic Lift.

Strength Thrust Swing Basic Lift
8 1d-3 1d-2 13
9 1d-2 1d-1 16
10 1d-2 1d 20
11 1d-1 1d+1 24
12 1d-1 1d+2 29
13 1d 2d-1 34
14 1d 2d 39
15 1d+1 2d+1 45
16 1d+1 2d+2 51
17 1d+2 3d-1 58
18 1d+2 3d 65
19 2d-1 3d+1 72

Encumbrance

Basic Lift also determines how much you can carry (relative to your Basic Lift) with what degree of encumbrance. Your Move score is defined as your Basic Move as modified by your Encumbrance per the table below.

Level Encumbrance Weight Move Dodge
0 None <= 1 x BL x1 +0
1 Light <= 2 x BL x0.8 -1
2 Medium <= 3 x BL x0.6 -2
3 Heavy <= 6 x BL x0.4 -3
4 Extra-Heavy <= 10 x BL x0.2 -4

So someone with Strength 10 and thus a Basic Lift of 20 can carry up to 20 lbs. with their full Move. If they were carrying 50 lbs., that would put them beyond their Light Encumbrance's upper limit of 40 lbs. (2 x their BL), so their Move would be .6 x their Basic Move. When you compute Move, round down, but it can't be reduced below 1.

Encumbrance does not affect Basic Speed

It also provides a penalty to Dodge (notice that the penalty is just the negative of the level). Like with Move, the penalty can't reduce Dodge below 1. The same penalty applies to Climbing, Stealth, Judo, and Karate skill rolls; Swimming rolls get twice the penalty.

In this tutorial's very first example, Sam was at a -1 on her Climbing roll due to a heavy pack. We now know that her encumbrance was Light, i.e. that she was carrying more than her Basic Lift, but not more than twice that.

Table 2: Move results for combinations of Basic Move and Encumbrance
Level Encumbrance Move Dodge BM 3 BM 4 BM 5 BM 6 BM 7 BM 8
0 None x1 +0 3 4 5 6 7 8
1 Light x0.8 -1 2 3 4 4 5 6
2 Medium x0.6 -2 1 2 3 3 4 4
3 Heavy x0.4 -3 1 1 2 2 2 3
4 Extra-Heavy x0.2 -4 1 1 1 1 1 1

For slow to average humans with Basic Moves of 3 to 5, if you just apply the Encumbrance Level as a penalty to Basic Move, same as you would for Dodge or Stealth, you get the same results as the multiplicative modifier.

Table 3: Encumbrance Level carrying capacities
ST 0 (1xBL) 1 (2xBL) 2 (3xBL) 3 3 (6xBL) 4 (10xBL)
8 13 26 39 78 130
9 16 32 48 96 160
10 20 40 60 120 200
11 24 48 72 144 240
12 29 58 87 174 290
13 34 68 102 204 340
14 39 78 117 234 390
15 45 90 135 270 450
16 51 102 153 306 510
17 58 116 174 348 580
18 65 130 195 390 650
19 72 144 216 432 720

Even on the weak end of average, people can carry a lot… at a steep penalty to Move, Dodge, Climbing, Stealth, Judo and Karate.

To address the point we opened with about why you wouldn't carry a shield all the time, a medium shield weighs 15 lbs. In combination with even a modicum of equipment, that's likely to push someone of average Strength into encumbrance penalties.

Minimum Strength

Considering only lightweight weapons allowed me to avoid discussing minimum strengths. Weapons have a minimum Strength to use them without penalty. For every point of Strength you are below that minimum, you're at -1 to your attack rolls with it. There isn't a further penalty to damage – since Damage depends on Strength, your Damage is already penalized with low Strength.

Minimum Strengths don't apply to Natural Weapons like punches or kicks. Here's our new weapons table. We'll add the broadsword to have a weapon with a minimum Strength greater than 8.

Weapon Skill Thrust Swing Parry ST
small knife Knife +0 -2 -1 5
large knife Knife +1 -1 -1 6
stiletto Knife +0 -- -1 5
baton Shortsword +1 +1 +0 6
hatchet Axe/Mace -- +1 +0 8
broadsword Broadsword +1 +1 +0 10

George has a Strength of 8 and is wielding a broadsword. Since his Strength is 2 less than the broadsword's minimum Strength, his attacks will be at -2.

The rules don't state that there's a penalty to Parry with a weapon for which you don't have the minimum Strength. Following the example from off-hand parries, a GM might rule that applying a -1 penalty to Parry for every -2 someone is below the minimum Strength is appropriate.

Thrown weapons also have minimum Strengths.

          Target's  
Thrown Weapon Specialty Damage Range Accuracy Parry Strength
large knife (Knife) thr +0 x0.8/x1.5 0 -2 6
throwing axe (Axe/Mace) sw +2 x1/x1.5 2 -1 11
spear (Spear) thr +4 x1/x1.5 2 -1 9

Minimum Strength and Bows

We've already seen the 'Strength' column in a weapons table, with bows.

Weapon Skill Damage Range Accuracy Strength
short bow Bow thr +1 x10/x15 1 7
regular bow Bow thr +2 x15/x20 2 10
composite bow Bow thr +4 x20/x25 3 10

We said then that it represented as low a strength as a bow could be made, but that's not quite true. Really, the Strength listed for bows is the same sort of minimum Strength that applies to melee weapons – ones below which you're at a penalty to attack. But that's not likely to come up with bows. A Strength 9 would-be archer picking up a Strength 10 regular bow is going to be stymied by being completely unable to draw the string. The penalty to hit wouldn't be relevant.

Someone could make a regular bow whose Strength is 9 if they really wanted. Anyone with Strength of 9 or higher could shoot it and if they hit someone, it would do 1d Basic Damage (Strength 9 does Thrust Dmg 1d-2, and a regular bow does Thrust +2). But the Strength 9 archer would be at a -1 penalty to attack with it because regardless of its draw weight, the size and weight of the bow itself are more than they can handle comfortably. There's not a lot of demand for bows with a draw weight weak enough to accommodate an archer for whom the bow will always be unwieldy, so functionally those Strength values are also the minimums for the particular Strengths you'll expect to see for the various kinds of bows.

The original printing of GURPS Characters didn't make clear that individual bows had their own Strength values. Clarification on the bow Strength stat's double-duty. A clarification that one could make a bow of a lower Strength than the minimum Strength necessary to use it without penalty.

Recap and what's next

You now know how skills and attributes interact, something about what skills to use when, and know some advantages and disadvantages. You know about influence rolls and reaction rolls. You know about all three Active Defenses, unarmed attacks and parries, archery and thrown weapons, using one-handed balanced melee weapons, armor, damage and injury, healing and recovery, and the basic combat maneuvers. You could play or run a very simple GURPS game.

I've been saying Strength, Dexterity, Health, and Perception as I've referred to them. In GURPS rules, it's normal to use their abbreviations – ST, DX, HT, and Per. I'm going to start doing that now, at least in tables. (IQ and Will go unabbreviated.)

Movement in combat

Most maneuvers allow a step, which means you can move 1 yard (a yard is the minimum distance GURPS considers significant in combat). All of these allow a step:

  • Attack
  • Aim
  • Concentrate
  • Ready
  • All-out Defense: Increased Parry
  • All-out Defense: Increased Block
  • All-out Defense: Double

You can take the Step at the beginning of the maneuver or at the end, your choice (a distinction that doesn't matter for the All-Out Defenses, but could for the others). You can change facing as part of the Step, before or after moving or instead of moving. But you couldn't move, then take action (like draw a weapon as part of a Ready maneuver) and then change facing.

For the Move maneuver itself, the rules aren't explicit about limits on changing facing outside… until you get to the Tactical Combat section and its movement points and hex map, in which case they're very explicit. But we're not doing that. You could just say you can average turning about 60 degrees during each yard moved and if there's anything leftover, you can end by facing an arbitrary direction.

All-out Defense: Increased Dodge allows 1/2 your Move (rounded up) – you can change facing before or after the move. Any of the All-out Attack variants allow 1/2 Move, but you must move forward (not necessarily straight forward, but with only a modest shift in direction permitted) and you must finish any movement before your attack. For most unencumbered people 1/2 their Move means 3; you'd have to be very slow for it to be 2, or very, very fast for it to be 4.

Do Nothing doesn't allow any movement or changing facing – that would be doing something.

Distinguishing moving 1 yard vs. 2 is apt to be loose if you're not tracking things on a map, so don't get too bogged down in the details. If you do want to track things very closely, you can use a map and look up the tactical combat rules in DFRPG or the Basic Set.

Entities with Basic Move of 11 or more are out of scope, hence referring to Step as 1 yard instead of 1/10 Basic Move.

Move and Attack

Move and Attack is another maneuver. You can move up to your Move and make an attack (during or after moving). You can move before or after the attack, or split the movement. As with Move, facing changes arent' that well defined; you could use the same rule of them suggested there.

During the Reactive Phase, you may attempt to Dodge or Block as an Active Defense, but you can't Parry. With a melee attack, you're at a -4 penalty and your maximum Effective Skill is 9. With a ranged weapon, your penalty is the weapon's Bulk or -2, whichever is worse, but there isn't the imposition of a maximum Effective Skill. We haven't met Bulk before:

Weapon Skill Damage Range Accuracy Bulk ST
short bow Bow thr +1 x10/x15 1 -6 7
regular bow Bow thr +2 x15/x20 2 -7 10
composite bow Bow thr +4 x20/x25 3 -7 10

With a melee attack, no matter how good you are, you have less than a 40% chance of succeeding at your attack roll, and likely less with that steep -4 penalty. But you can move just as far as with the regular Move maneuver, so if you wanted to move anyway, it's an opportunity to fit in a desperate, unlikely attack for free.

Or, if you really want to move but don't need to move more than 1/2 your Move, take All-out Defense: Increased Dodge and you get the movement and +2 to your Dodge.

Mind your posture

All our talk of combat so far has assumed everyone is standing. But sometimes people lie down on the job.

In GURPS terms, there are seven postures: Standing, Crouching, Kneeling, Crawling, Sitting, Lying Prone, and Lying Face-up. Crouching refers to a relatively shallow crouch; a deep crouch should be treated as Kneeling. "Sitting" means sitting on the ground, not in a chair (GURPS calls that "seated" and GURPS Martial Arts addresses that case).

Posture provides modifiers on your attacks, your Active Defenses, the attacks of someone using ranged weapons on you, and your movement, as well as imposing limits on what you can do. For instance, to pick something up from the floor or ground during combat, you can't be standing or crouching. Any other posture would work.

Standing is what other rules consider to be the default: there are no modifiers for it. For any other posture there's a -2 to all of your attacks, to your Active Defenses, and to the attack roll of any ranged attack against you, except:

  • Crouching doesn't impose a penalty to your Active Defenses
  • Lying or Crawling means -4 on attack and -3 on defense
      Opponent's   Use a   Can
      Ranged   step to Change Posture reach
Posture Attack Defense Attack Move change to can change to ground
Standing +0 +0 +0 full kneeling any no
Crouching -2 +0 -2 x 2/3   any no
Kneeling -2 -2 -2 x 1/3 standing any yes
Crawling -4 -3 -2 x 1/3   any yes
Sitting -2 -2 -2 0   any yes
Lying (prone) -4 -3 -2 1 face-up Crawling, kneeling, sitting yes
Lying (face-up) -4 -3 -2 1 prone Crawling, kneeling, sitting yes

If you're multiplying Move by 1/3 or 2/3, round up (thus these penalties can't reduce Move below 1).

With maneuvers that allow a Step, you can forego the Step to take either of these changes in posture:

  • go from kneeling to standing or vice-versa
  • roll from Lying Prone to Lying Face-up or vice-versa

As with moving during your Step, the posture change includes the option of a facing change, either before or after the posture change itself, but you can't split up the facing change and posture change with the rest of the maneuver in the middle.

You can switch from crouching to standing as a free action at any point during your Active Phase. At the beginning of your Active Phase, before any movement or action, you can switch from standing to crouching as a free action. And at the end of your Active Phase, you can switch from standing to crouching as a free action if you didn't move more than a step during the Active Phase.

So you can start your turn crouching, stand (as a free action), take a step, attack, and crouch (as a free action) all in one Active Phase.

If you're Lying (Prone or Face-up), the Change Posture maneuver lets you switch to Crawling, Kneeling, or Sitting. From any other starting posture, Change Posture allows switching to any posture.

Change Posture does not allow a step.

If your opponents have ranged weapons and you're not attacking during your Active Phase, consider dropping into a crouch. Any ranged attacks against you are at -2; the attack penalty isn't hurting you, because you weren't attacking anyway; if you want to, you can go back to standing at the beginning of your next turn for free.

The rules identify Crouching as a full-fledged posture in some places, but lump it into a variant of Standing in others. Where the rules say something's conditional on someone Standing, unless the context would exclude Crouching, assume Crouching counts as Standing.

The posture rules as written occasionally make for strange results. If someone is lying prone at your feet, you're at -4 to whack them with your staff? Rather than try to spell out modifiers for every edge case, the assumption is that the GM will make a judgement call to fix any strange results as needed.

Table 4: posture effects on Move
Posture Mod 1 2 3 4 5 6 7 8
Crouching 2/3 1 2 2 3 4 4 5 7
Kneeling or Crawling 1/3 1 1 1 2 2 2 3 3

Clarification on going from standing to crouching or vice versa as a free action is from this ruling. Apparently, the interpretation changed over time. The clarification that crouching counts as standing is here.

A kick and a miss

If you kick during combat and miss, you have to roll vs. Dexterity to remain standing. If you fail, you fall supine. I didn't mention this until now since we didn't know how to deal with the consequences of falling.

Further effects of injury

Reeling

Injuries can have more consequence than just crossing off HP. Once your current HP is less than 1/3 of your maxHP, you're reeling. Your Move and Dodge are halved (round up in both cases). These penalties are cumulative with encumbrance penalties. Per usual arithmetic precedence, halve Dodge from reeling before applying the penalty for encumbrance. Reeling never reduces Move or Dodge below 1, whether alone or in combination with encumbrance penalties.

This persists until your HP reach or exceed 1/3 your maxHP.

maxHP Reeling
8-9 HP <= 2
10-12 HP <= 3
13-15 HP <= 4
16-18 HP <= 5
19-21 HP <= 6

Shock Treatment

Whenever you receive an injury, you suffer shock equal to the HP of the injury, to a maximum of -4. Your shock penalty applies to any rolls against Dexterity, IQ, Will, or Perception, or any skill rolls based on any of them. That's equivalent to saying it applies to all attribute and skill rolls except rolls against Strength or Health or skill rolls based on them.

This temporary penalty to Dexterity doesn't cause Active Defenses or Basic Speed or Basic Move to be recalculated.

If you receive multiple injuries during one Reactive Phase, the shock is simply cumulative to the -4 maximum.

Shock lasts for the remainder of the Reactive Phase in which it was inflicted through the end of your subsequent Active Phase. If it comes up that you're attempting a roll against an affected attribute or skill during your Reactive Phase (because, for instance, an attacker does something that calls for a Quick Contest with you), the penalty would apply. It definitely does affect combat skills, so it affects any attacks you make on your subsequent Active Phase. But at the end of your Active Phase, the shock is over – it doesn't continue into another Reactive Phase.

I have to come clean here. Will and Perception are based on IQ, so they're actually Secondary Characteristics, not attributes (though they're still called Controlling Attributes in relation to their skills). Strength, Dexterity, IQ, and Health are the four basic attributes. In play Will and Perception are used like attributes, so I introduced them alongside the others. If you read the rules-as-written on shock, they define it as a temporary reduction in Dexterity and IQ, noting further that Will and Perception are affected by the IQ reduction and other Secondary Characteristics aren't.

Despite the names, the first aid rule called "treating shock" doesn't have anything to do with this "shock".

Major Wounds, Knockdown, Stunning

Any single injury whose HP is more than half your maxHP is a major wound.

maxHP Major Wound
8-9 Injury HP >= 5
10-11 Injury HP >= 6
12-13 Injury HP >= 7
14-15 Injury HP >= 8
16-17 Injury HP >= 9
18-19 Injury HP >= 10
20-21 Injury HP >= 11

When you receive a major wound, roll vs. Health to try to avoid knockdown – you drop anything you were holding and fall prone. If your Margin of Failure was 5 or more, you're unconscious; otherwise you're stunned. Your Active Defenses are at -4 while you're stunned (but being stunned doesn't impose any restrictions on which Active Defenses you can attempt.)

If you're stunned at the beginning of a turn you must choose Do Nothing as your maneuver, and roll vs. Health. On success, you're no longer stunned. (On failure, you simply remain stunned.)

Hard to Subdue comes into play for any roll vs. Health where the possible results of failure include unconsciousness or stunning, thus it applies to rolls against Knockdown. Naturally, modifiers from Fit or Unfit apply also.

The rules refer to knockdown and stunning as if they were inherently paired, which is a little misleading. Being stunned is one possible result of Knockdown, but not the only one; other things can cause stunning, though we haven't gotten to any of them yet. Also Knockdown should not be confused with knockback, which we'll discuss later.

The clarification that Hard to Subdue applies to Knockdown appears in GURPS Powers or here.

Pain Thresholds

A relevant advantage/disadvantage pair:

High Pain Threshold – you never receive shock from injury and have +3 on Health rolls where failure could mean Knockdown and/or stunning

Low Pain Threshold – your maximum shock is -8, and injuries do double their HP in shock, up to that maximum. You have -4 on Health rolls where failure could mean Knockdown or stunning. Also, when you receive any injury of 2 HP or more, you have to roll vs. Will or cry out.

Critical Hits and Misses

When you roll a critical hit – a critical success on an attack roll – you roll on the Critical Hits table for (potentially) a special effect. I won't include it here; follow the link, see B556 or consult DFRPG or the GURPS GM Screen.

It continues to be the case that you hit automatically – the defender does not get to attempt an Active Defense – but it's no longer the case that you automatically get your maximum damage if you rolled a 3. That was a simplification – use that simplification or the chart, but not both. The chart has several different increased damage options.

But by far the commonest outcome, occurring on 9-11 (thus about 25% of the time), is simply normal damage. Your only benefit from the critical success is the defender not getting an Active Defense roll.

A critical miss is a critical failure on an attack or Active Defense roll. If it was a Dodge, you slip and fall prone. If it was a Block, your grip on your shield or cloak slips and you won't be able to Block with it until you spend a Ready maneuver to fix it. If it was an armed attack or Parry, roll on the Critical Miss table (B556). There's a different Critical Miss table for unarmed attacks (or Parries) on B557, also available in DFRPG or the GURPS GM Screen.

If a defender rolls a critical success against a melee attack, then the attacker rolls on the relevant Critical Miss table. As mentioned previously, a critical success (or success with 5+) on an unarmed parry against a thrown weapon attack means the defender safely caught the weapon. For other ranged attacks, a critical success on defense has no special effect. (If the attacker rolled a critical success there wouldn't be a defense roll, so there couldn't ever be a case of both attacker and defender rolling a crit.)

Types of Damage and Wounding modifiers

Different weapons and attacks deal different kinds of damage. We mentioned crushing before as what weapons that deal blunt trauma do. That includes the baton, and punches, and kicks (unarmed combat strikes in general). We'll add cutting and impaling and we'll revise our previous statement that the HP of an injury equals Penetrating Damage.

Impaling weapons have a wounding modifier of 2. You multiply the Penetrating Damage of an attack (that's the Basic Damage minus any armor's damage resistance) by the attack's Wounding Modifier to determine the HP of the injury.

Cutting weapons have a Wounding Modifier of 1.5, rounded down. Crushing weapons have a Wounding Modifier of 1, i.e., Penetrating Damage stays the same for crushing weapons. So we'll leave the Wounding Modifier for crushing blank in the table.

There are standard abbreviations for Wounding Modifiers that we'll use in tables from here on out.

Damage Type Abbreviation Wounding Modifier
crushing cr x1
cutting cut x1.5
impaling imp x2

Weapons may have a different Damage Type for Thrust and Swing Damage, so I'll incorporate that following the respective Thrust and Swing columns.

Weapon Skill Thrust Swing Parry ST
small knife Knife +0 cut x1.5 -2 cut x1.5 -1 5
large knife Knife +1 cut x1.5 -1 cut x1.5 -1 6
stiletto Knife +0 imp x2 -- -1 5
baton Shortsword +1 cr +1 cr +0 6
hatchet Axe/Mace -- +1 cut x1.5 +0 8
broadsword Broadsword +1 cr +1 cr +0 10
Table 5: Thrown Weapons
          Target's  
Thrown Weapon Specialty Damage Range Accuracy Parry ST
large knife (Knife) thr +1 imp x2 x0.8/x1.5 0 -2 6
throwing axe (Axe/Mace) sw +3 cut x1.5 x1/x1.5 2 -1 11
spear (Spear) thr +4 imp x2 x1/x1.5 2 -1 9
Table 6: Bows
Weapon Skill Damage Range Accuracy Bulk ST
short bow Bow thr +1 imp x2 x10/x15 1 -6 7
regular bow Bow thr +2 imp x2 x15/x20 2 -7 10
composite bow Bow thr +4 imp x2 x20/x25 3 -7 10

So that's two ways other damage types have an edge over crushing damage. You'll recall that negative modifiers can reduce the Basic Damage of a crushing attack to 0. So if you're Strength 13 (Thrust Damage 1d) and land a punch (Thrust Damage -1 for a total of 1d-1) and roll 1 for damage, your Basic Damage is 0. If you're Strength 10 (Thrust Damage 1d-2) and stab with a stiletto (Thrust Damage +0 for a total of 1d-2) and roll 1 for damage, your Basic Damage is… 1. If there's no armor involved, your Penetrating Damage is also 1, which gets multiplied by the Wounding Modifier of 2, ultimately doing a 2 HP injury.

Eben has Strength 12 and thrusts a large knife at a man in a leather motorcycle jacket and hits. Thrust damage for Strength 12 and a large knife is 1d. Eben rolls a 3. The Basic Damage is 4. The jacket's DR of 1 is subtracted, yielding a Penetrating Damage of 3. The Wounding Modifier of 1.5 for cutting yields 4.5, which is rounded down to 4. The attack ultimately inflicts a 4 HP injury.

Without the leather jacket, the Penetrating Damage would have been 4 and the injury would have been 6. Wounding Modifiers are also a reason why even a little armor can make a big difference.

Behavioral Disadvantages

Control yourself!

A lot of behavioral disadvantages are governed by self-control numbers, like Bad Temper, Impulsiveness, or Post-Combat Shakes. When a situation comes up in which it might play a role, a player might simply role-play its effects – they chose to have that disadvantage, after all. But if they want to resist, the GM might call for a self-control roll (SCR). A Self-Control Number for a disadvantage might be 6, 9, 12, or 15. An SCR is a Success Roll, where the Base Skill is the Self-Control Number. Typically, there aren't bonuses for SCR's, but there might be penalties. If they roll at or under the target number, they didn't give in; above it and they failed and the player should role-play the consequences.

You'll recall from the probabilities chart that there are big differences among these numbers.

Self-Control Number Chance
6 9%
9 38%
12 74%
15 95%

If you have a disadvantage with a self-control number of 15, it's a problem that rarely affects you except for extreme circumstances (when penalties apply). If you have it with a 6, you're rarely able to avoid it even under the best of circumstances. Notably, Will does not play a role. The Self-Control Number is a measure of the issue's severity for you, personally.

GMs usually award players Character Points at the conclusion of a session (or series of sessions) with which they can acquire new advantages or learn new skills or improve old skills. The rules-as-written call on GMs to penalize players in these awarded Character Points if they never voluntarily give in to their behavioral disadvantages (but also suggest that the GM may allow a player to spend unspent Character Points to buy off making some given SCR).

This is a common subject of house rules, with some GMs preferring a carrot to a stick and offering Character Points to a player for giving in to a disadvantage.

Characters may grow over time and some given disadvantage may become less of an issue for them. The GM might allow (or encourage) them to "buy off" the disadvantage, spending accumulated Character Points awards equal to the disadvantage's Character Points and eliminating it. Or it might be bought off in degrees, e.g. its Self-Control Number going from a 9 to a 12, and then to a 15, and eliminated altogether some time after that.

Some other disadvantages with Self-Control Numbers are Charitable, Cowardice, Curious, Greed, Indecisive, Miserliness, Overconfidence, Selfish, Selfless, Short Attention Span, and Squeamish.

Not Many People Got a Code to Live by Anymore

A bunch of disadvantages represent some code or core belief a character has voluntarily chosen to live by in the context of the game setting, such as Code of Honor, Disciplines of Faith, Honesty, Intolerance, Sense of Duty, or Vow. Each of these comes in different levels with different point costs reflecting its impact on the character's life. Alone among these, Honesty is associated with a Self-Control Number; in general, the player is expected to commit to acting in keeping with the disadvantage. (Honesty refers to being law-abiding, thus is distinct from Truthfulness.)

A player with the Character Points to spend may buy off any of these disadvantages at any time they can to reflect the character having simply changed their mind.

Duty

Sense of Duty is a wholly self-imposed feeling of obligation. There is a distinct Duty disadvantage for obligations owing to rank or position. A Duty cannot be simply bought off because you change your mind.

Pacifism

Many RPG characters find themselves in violent situations. Real people often have difficulty acting or responding violently; this is reflected in the several variants of the Pacifism disadvantage.

Total Nonviolence is what it says on the tin: you would sooner die than fight. Self-Defense Only disallows pre-emptive strikes but allows fighting back to protect yourself or others. Cannot Harm Innocents is like a less restrictive version of Self-Defense that only forbids the use of deadly force on anyone who isn't trying to do you serious harm. Cannot Kill allows fighting, but not anything likely to cause someone's death. Reluctant Killer is the least restrictive: it penalizes Attack maneuvers and outright prevents taking Aim maneuvers.

Many civilians are likely to have Reluctant Killer. It could be a premise of some campaigns that the characters start with Reluctant Killer or Cannot Kill.

Don't Do the Crime If You Can't Do the Time

Obviously several of these are things normally considered virtues – in GURPS, disadvantage doesn't mean bad thing… it means a thing that complicates your life. Things that give you more options are advantages. Things that restrict your options are disadvantages.

Be clear that an advantage or disadvantage's presence on your character sheet should be considered a declaration that you want this to be a thing that comes up for your character during play. It's appropriate for a GM to call for an SCR if a golden opportunity for a relevant disadvantage comes up and a player isn't acting on it, or to remind players of when an action would violate a code of conduct. If you hate the idea of your character acting squeamish, avoid choosing Squeamish.

Walking, Running, Getting Tired

Fatigue

Tired yet? This brings us to our final secondary characteristic, fatigue points (FP). FP are analogous to HP in many ways, but they're based on your Health, not Strength – by default, your maximum FP is the same as your Health. Various things make you lose FP; I'll use maxFP to designate one's maximum FP as opposed to one's current FP.

Anyone who has made any attack or Active Defense in a combat lasting 11 turns or more loses 1 FP + their Encumbrance Level in FP. If you attacked or parried with a weapon for which you didn't have the minimum Strength, you lose 1 additional FP. For combat of 10 turns or fewer, you don't lose any FP, at 11 or more you do, whether that's 11 exactly or 100; there isn't greater loss for longer combat.

Not getting enough food or water or sleep also costs FP (disadvantages like Insomnia and Nightmares might contribute to lost sleep). As you might expect, various kinds of prolonged exertion or overexertion cost FP; we'll see some later.

Analogous with Reeling, once your current FP drop to below 1/3 of your maxFP, you're officially very tired. You halve your Dodge and Move (rounded up). You also halve your Strength (round up) for any Strength-based Success Rolls (or any Strength-based skill roll, if that comes up). This does not affect your HP or Damage or Basic Lift or give you a penalty on your attacks for being below your weapon's minimum Strength. This persists until your FP reach or exceed 1/3 your maxFP.

maxFP Very Tired
8-9 FP <= 2
10-12 FP <= 3
13-15 FP <= 4
16-18 FP <= 5
19-21 FP <= 6

The Dodge and Move penalties are cumulative with any penalties for Reeling; if you're both, you'll be at 1/4 Dodge and Move.

Once you're down to 0 FP, you're on the verge of collapse. You lose 1 HP for each further FP you lose. And you have to make a Will roll to do anything besides talking or resting. In combat, that includes any time you choose any maneuver besides Do Nothing. A success lets you act normally; failure means you collapse and are incapacitated and unable to do anything until you recover to at least 1 FP. Critical failure on the Will roll means a roll vs. HT to avoid a heart attack. If you have a heart attack, your FP immediately drop to -maxFP, plus even more dire consequences; see B429 for details.

The rules don't comment on taking Active Defenses during the Reactive Phase following the Do Nothing maneuver. I would follow the example of the unconsciousness check from being at or below 0 HP. If you're at or below 0 FP and choose Do Nothing to avoid rolling vs. Will to stay conscious, you're safe for the subsequent Reactive Phase unless you need to mount an Active Defense. To do so, you would need to succeed at the Will roll you had postponed.

At -maxFP, you're unconscious. It's impossible for your FP to go any lower. (If you did have any further FP losses, which would probably take an exotic attack you wouldn't find in a mundane game, they would be deducted from your HP instead.)

For every 10 minutes of rest, you recover 1 FP. If you've collapsed or fallen unconscious from low FP, you recover FP at the usual rate.

For games that feature it, doing magic generally costs FP (resulting in highly fit wizards). Many supernatural abilities do, too; some supernatural attacks drain others' FP. Some campaigns skip keeping track of fatigue, but it's hard to avoid in settings where it's a key limiting factor on superpowered effects.

In DFRPG, you lose FP equal to your Encumbrance Level for any fight in which you attack or make an Active Defense, not 1 + your Encumbrance Level for any fight of 11 turns or more.

Walk it off

The Basic Set and Discworld offer a fairly heroic value for how far one can walk in a day: your Move x 10 miles. With a successful Hiking roll, +20%. A variant appears in GURPS High-Tech (as well as GURPS Low-Tech Companion 2: Weapons and Warriors, where it's labelled "Realistic Foot Travel"): your walking speed in miles per hour is half your Move (keeping any fraction). This may be increased by optimal terrain or penalized heavily by bad terrain (consult the rules). A single successful Hiking roll for the whole trip increases it by 20%. Each hour of walking costs 1 + your Encumbrance Level in FP (the same as being in combat for more than 10 seconds).

Running

If you take a Move maneuver in combat and move forward by your full Move, then on your subsequent turn, you can sprint on your Move maneuver: your distance covered is 20% greater. For every 15 seconds of Sprinting, roll vs. Health or your Running skill; on a failure, you lose 1 FP. You can't Sprint during a Move and Attack maneuver (though you could begin sprinting in the turn after a Move and Attack maneuver during which you moved forward by your full Move).

This works the same outside of combat – take your full Move for one second and starting the next second, you can Sprint. You can only Sprint while moving forward; you have to drop to your Move for a second for a direction change before you could resume Sprinting. You can't sprint while crouching.

Paced running is at just half of your sprinting speed, but you only have to roll vs. Health or Running to see whether it cost you an FP once every hour.

Notice that the Running skill doesn't affect speed, it just lets you maintain speed longer by letting you lose fewer FP while doing it. A sprinter in GURPS terms would be characterized by high Basic Move; an ultra-marathoner would have high maxFP and Running skill (and at least good Basic Move). If a pursuer with Basic Move of 6 and no Running skill is chasing someone with a Basic Move of 5 and Running at 20, the pursuer is going to catch the person.

Fear, Surprise, and Ruthless Efficiency

I hate surprises

Attempting a surprise attack usually requires a Stealth roll. If the target is not expecting trouble and the Stealth roll succeeds, the defenders are taken by total surprise.

If you're taken by Total Surprise, you freeze – for 1d seconds, you must choose the Do Nothing maneuver. You can attempt Active Defenses with a -4 penalty. After the freeze, you continue to be mentally stunned. Being Mentally Stunned is analogous to being Physically Stunned (what we previously just called "stunned" – if it's not qualified, assume it's physical). You may attempt Active Defenses, but they're at -4. On your turn, you must choose Do Nothing. Instead of rolling vs. Health, roll vs. IQ. On a success, you're no longer mentally stunned.

Being frozen is distinct from and worse than being mentally stunned. Do Nothing lets you attempt to recover from being mentally stunned; the only recovery from freezing is waiting out the clock.

If you're both mentally and physically stunned, make a recovery roll for each during your Active Phase. The rules don't specify whether the -4 penalties should stack if you're both physically and mentally stunned; in the absence of a stated exception, we can conclude that they do and that by the rules-as-written, you're at -8.

Fright Checks

Fright Checks are a staple of horror games, but can occur in mundane games too. If in a Quick Contest of someone's Intimidation vs. your Will they won the contest and had a critical success or you lost it and had a critical failure, you would roll a Fright Check. (This is a very rare example of specific defined effects for critical success or failure during a contest, but notice that it still didn't have to do with determining who won or lost.) The GM might call for a Fright Check in other extreme circumstances if you encounter unexpected violence or gore, or are exposed to tear gas, or are on fire.

A Fright Check is a Success Roll vs. Will. The extremity of what you encountered and other things about the situation provide modifiers, and there's a twist particular to fright checks: the Rule of 14 – a 14 or higher always fails. Your maximum essential skill for the roll is 13. Even under the best of circumstances, you will fail Fright Checks 16% of the time. If you succeed, you keep it together and can calmly choose how to react. If you fail, you note your Margin of Failure and roll 3d, adding the Margin of Failure to the result. You then look up the result on the Fright Check Table on B360, also available in Discworld or the GURPS GM Screen. Possible results include mental stunning, fainting, loss of FP, or acquiring a new Disadvantage.

The Fright Check table starts at 4 and its final entry is for any result of 40 or more. The lowest-value results are mildest and they get worse as you go. But remember the bell curve: even with the smallest of margins of failure, you're very unlikely to get one of the results at the start of the table.

GURPS Horror has more detailed rules for Fright Checks. DFRPG offers its own attractive alternative for the results of Fright Check failures. GURPS Lite has a simpler version of the results, without a table: you're mentally stunned for 2d + your Margin of Failure seconds or, if you critically failed, you faint for 1d + your Margin of Failure minutes.

The Disadvantages you're liable to acquire are a Delusion or a Phobia. A Delusion is straightforwardly a belief in something that isn't true. A Phobia has an associated Self-Control Number; when you encounter the focus of your phobia, either role-play your panicked or frightened response or the GM may call for a Self-Control Roll. GURPS Tactical Shooting suggests a number of other Disadvantages one could acquire from post-traumatic stress (i.e., a failed Fright Check) in lieu of a Delusion.

With the Rule of 15 perk, it's possible for you to have an essential skill of 14 on a Fright Check. This does you no good if your essential skill was 13 or under anyway.

Advantages and Disadvantages

The Fearlessness advantage comes in levels, and for every level of Fearlessness you have, you get +1 to Fright Checks or to resist Intimidation. (This does nothing to change 13 being the maximum Effective Skill for Fright Checks.) Fearfulness is its mirror opposite disadvantage.

There is a point to having a Will or Will modified by Fearlessness greater than 13, because any given Fright Check might be associated with a large penalty. Fearlessness and/or a high Will would give you a shot of still rolling against 13 even after that penalty.

The Unfazeable advantage means you're immune to Fright Checks, Intimidation, and most Reaction Modifiers. (A GM would be expected to not allow this advantage in a campaign in which Fright Checks were going to be a staple of the campaign.)

Combat Reflexes is an extraordinarily valuable advantage for combatants. Its laundry list of features:

  • +1 to all Active Defenses
  • +1 to Fast-Draw
  • +2 to Fright Checks
  • you never freeze
  • +6 to recover from mental stunning
  • +1 to initiative for your side; +2 if you're the leader

But we should explain what initiative means…

Partial Surprise and Initiative

If you're trying to sneak up on someone who's wary and mindful there might be trouble, there's a Quick Contest of Stealth vs. Perception or Observation. If you win, the other side suffers partial surprise. Your side gets to act normally, but everyone on the losing side is mentally stunned. After their initial turn of being mentally stunned, they get a cumulative +1/turn on their recovery rolls – +1 for the next turn, +2 for the turn after that, etc. (Thus it isn't possible for this mental stunning to last more than 6 turns total.)

If hostile parties happen to stumble upon each other in mutual surprise, you determine initiative. This isn't determined individually, but for each side in a conflict. Each side rolls 1d, with these modifiers:

  • -2 if their side has no leader
  • +1 if anyone on their side does has Combat Reflexes or +2 if their leader has it
  • +1 if the leader has a higher IQ than the other side's leader
  • +1 if the leader has Tactics

That's either a +2 if the leader has Combat Reflexes or a +1 for anyone else whether it's one person with Combat Reflexes or 7. The Combat Reflexes bonuses aren't cumulative. If one side wins, they get to act normally while the other suffers Partial Surprise, as above. In a tie, no one suffers from surprise – both sides get to act normally.

DFRPG doesn't have Total Surprise or Freezing; what it calls "surprise" is what the Basic Set calls Partial Surprise. It doesn't feature Initiative and doesn't consider the mutual surprise case.

Combat Paralysis

The disadvantage that's a near-opposite of Combat Reflexes is Combat Paralysis. You have a -2 on all Fright Checks. And when you try to take action in response to physical danger, roll vs. Health with the equivalent of the Rule of 14 in effect – any roll of 14 or more fails. On failure, you're mentally stunned, except that you roll against Health to recover, not IQ. After the first turn of Combat Paralysis-induced mental stun, you get a cumulative +1/turn bonus (as if you had lost initiative during Partial Surprise). Subsequent to this, you wouldn't be paralyzed again by the same danger, but you're at risk the next time you're in danger.

The rules are explicit that this is mental stunning and that despite it being mental stunning, that the recovery is against Health and not IQ. If you were both physically and mentally stunned, you would be rolling vs. Health for recovery twice. If you were mentally stunned from combat paralysis could you also be mentally stunned from some other cause than Combat Paralysis and thus have to roll vs. Health to recover from mental stunning and roll vs. IQ? I don't know; perhaps it should be one recovery roll vs. Health or IQ, whichever is worse.

The Rule of 15 perk applies to Fright Checks and won't help you on your roll to avoid mental stunning from Combat Paralysis.

Regular Contests

In a regular contest, two opponents both make Success Rolls against some Attribute or Skill. These aren't Quick Contests and Margins don't matter: the Regular Contest doesn't have a winner or loser until one side succeeds at the same time the other side fails. In any other case, they're tied. If they're committed to continue until there's a winner and loser, they can keep rolling further rounds of the Regular Contest until there's a simultaneous success and failure.

If both participants have low Effective Skills and thus neither has much chance of success or both have high Effective Skills and neither has much chance of failure, this could go on for a while. So if both Effective Skills are 6 or less, set the lower of the two scores to 10 and raise the other score by the same amount. If both Effective Skills are 14 or more, again set the lower of the two scores to 10 and raise the other score by the same amount.

Zeke has a Strength of 15 and Hiram has a Strength of 18. They're arm wrestling, so the GM calls for a Regular Contest. For the purposes of the Contest, Zeke's Effective Skill is set to 10 and Hiram's is set to 13 (because 15-10 is 5 and 18-5 is 13.)

As with Quick Contests, criticals don't affect determining the winner or loser.

The Gambling skill specifies a Regular Contest of Gambling vs. Gambling when playing against an individual. The rules don't specify Regular Contests in many places, but we'll see some more of them eventually in the grappling rules.

Unarmed striking, revisited

Boxing

We already mentioned Boxing, the Dexterity/Average unarmed striking skill. Boxing applies to punches (possibly with brass knuckles), but not to using a fist load or a sap, or biting – for those, either choose Brawling or make an unskilled attack using Dexterity. You can't kick with Boxing, either – for that, choose Brawling or Karate or use Dexterity.

You can use Boxing to parry, but as with Brawling or unskilled unarmed parries, your parry is at -3 vs. weapons except for thrust melee attacks. Boxing also has a -2 penalty to Parry kicks. Against kicks, your unskilled Parry based on Dexterity is likely to match or exceed your Boxing Parry unless you're very good at Boxing.

If your Boxing skill is at DX+1, add +1 Basic Damage per die of thrust damage to your punches. At DX+2 or higher, add +2 per die.

As with Brawling and unskilled unarmed combat, if someone successfully Parries a Boxing punch with a weapon, they automatically get to make an attack roll with that weapon; if they succeed there's no defense roll and damage is rolled normally.

Karate

Karate is a Dexterity/Hard unarmed striking skill, covering punches and kicks. Like Boxing, the punches could be with brass knuckles, but not with fist loads or a sap. An advantage Karate has over Brawling and Boxing is that there is no penalty for parrying armed attacks. Karate also offers a Basic Damage bonus: if you have it at DX, add +1 Basic Damage per die of thrust damage to punches or kicks; if you have it at DX+1 or higher, add +2 Basic Damage per die.

As with other unarmed attacks, if someone makes a successful armed Parry against a Karate punch or kick, they make an attack roll for that weapon, but with Karate this attack roll by the defender is at -4.

Moreso than the other unarmed striking skills, successful Karate depends on freedom of motion. With Karate, both Attacks and Parries are penalized by your Encumbrance Level.

Comparative unarmed strike-ology

Since Brawling is Easy, Boxing is Average, and Karate is Hard, in all three cases the bonus damage rules are saying that if you've spent at least 4 Character Points on it (if you have the skill at 2 levels up from the beginning level), you get +1 damage per die on all attacks the skill covers. And for Boxing and Karate, if you've spent at least 8 Character Points on it (thus have it at 3 or more levels up from the beginning level), you get +2 per die. (Brawling's damage bonus doesn't go beyond +1 per die.)

If you have more than one of these skills, you always choose one for a given attack. You can't stack the damage bonuses from Boxing and Karate if you have both – you're either rolling against your Boxing skill and get the benefits of Boxing, or you're rolling against Karate and you get its benefits. But attacking with one doesn't mean you can't parry with the other during the subsequent Reactive Phase.

So even if you have Karate, you can still choose to, say, kick using unskilled unarmed combat with Dexterity at the usual -2 penalty to kick (this would give you a better attack roll if you had Karate at less than Dexterity +0). But if you succeeded, you wouldn't get Karate's damage bonus. If someone with a weapon successfully parried your kick, they'd attack with their full skill, not with the -4 penalty they'd have had if you'd attacked with Karate. Again, you're either striking with Karate with all of its consequences, or you're not.

Like Brawling, neither Boxing nor Karate offer a default to an attribute.

Similar to how the Shortsword skill covers things that aren't shortswords, the Karate skill doesn't refer specifically to karate, the Japanese martial art. It refers to some sort of technical training in kicks and strikes. Likewise, someone with the Boxing skill has training in punching, but may have never seen a boxing ring.

Karate may seem somewhat expensive for what it does for you compared to Brawling or Boxing. It'll get more interesting when we eventually get to Combat Techniques.

Table 7: Basic Damage bonus per die
  DX DX+1 DX+2
Brawling     +1
Boxing   +1 +2
Karate +1 +2 +2
Table 8: Parry penalties
  Swung Weapon Kick
(unskilled) -3  
Brawling -3  
Boxing -3 -2
Karate    

Bringing a gun to a knife fight

(Finally.)

Guns are another ranged weapon. The Guns skill category requires a specialty, like Pistol, Rifle, Shotgun, Submachine Gun, and more. They're Dexterity/Easy skills and default to each other at just a -2 penalty (at least the ones named above do).

Firearms do a kind of damage we haven't seen yet, piercing, which varies from small to huge.

Damage Type Abbreviation Wounding Modifier
small piercing pi- x.5
piercing pi x1
large piercing pi+ x1.5
huge piercing pi++ x2

Some lightweight pistols do small piercing; elephant guns and some heavy rifles do huge piercing. With most pistols and rifles, you'll see piercing and large piercing. Though you round down damage after the Wounding Modifier, that never reduces it to 0. 1 HP of Penetrating Damage that's Small Piercing will do a 1 HP injury.

Firearms have some differences in their stats from the ranged weapons we've seen so far. There are still full-damage and 1/2D ranges, but they and the damage itself are fixed on a per weapon basis. There's still a Strength rating, which is still the minimum Strength to use the weapon without penalty.

Gun Specialty Dmg Type/WM Range Accuracy Bulk ST
Lever-action Carbine, .30 (Rifle) 5d pi 450/3000 4 5 10

The absolute range of firearms is big enough that we'll extend the range table a little.

Distance Penalty
5 -2
10 -4
20 -6
50 -8
100 -10
200 -12
500 -14
1000 -16

Defense

As before, a successful attack roll just means that an attack might be successful and the target can still defend (unless the shooter rolled a Critical Success).

We've already alluded to the fact that you can Dodge gunfire. Of course you're not actually dodging bullets – you're paying attention to the shooters and trying to be where they're not pointing. And you can do this with no penalty against any number of attackers in a turn. There's a 'Restricted Dodge Against Firearms' rule in GURPS Martial Arts (or GURPS Tactical Shooting) that limits this to at most one shooter per turn, along with further restrictions (for details, consult one of the above). Kromm has noted that if they were doing it over, this should have been the norm and the existing rules as written should have been considered a cinematic option.

If an attacker with a ranged weapon is close enough, you can Parry. This means redirecting their weapon or arm, not parrying bullets. (It's possible to parry any ranged weapon, not just guns.)

As noted previously, you cannot Block firearms and you don't get to add a shield or cloak's DB to any Active Defense against firearms.

Handguns

Now we'll consider both a revolver and a semi-automatic pistol and we'll add three more columns to our firearms table. Shots has the gun's capacity. The 8+1 notation for the 9mm indicates that the magazine holds 8, but there can be an additional round in the chamber. RoF is the Rate of Fire, the number of shots you can take during a single Attack. And Recoil is the amount of kick the gun has; when you're taking advantage of a Rate of Fire of more than one to shoot multiple rounds, Recoil plays a role in determining how many of those hit.

Gun Specialty Dmg Type/WM Range Acc Bulk Shots ST RoF Recoil
Auto Pistol, 9mm (Pistol) 2d+2 pi 150/1850 2 -2 8+1 9 3 2
Revolver, .357 (Pistol) 3d pi 185/2000 2 -2 6 10 3 3

Recoil and Rate of Fire

Someone making an attack with a gun with a RoF more than one must say how many shots they're taking before they roll. So for the handguns above with RoF 3, they could say 1, 2, or 3. There's only one attack roll – the roll's Margin of Success and the gun's Recoil determine how many shots were successful. Even a minimal Margin of Success of 0 means one shot was successful. The Margin of Success divided by the Recoil (round down) is the number of additional shots that were successful (up to the number of shots fired, of course). A Margin of Success of 3 would mean an additional successful shot for either the revolver or the automatic above; a 4 would mean two more successful shots for the automatic but still just one for the revolver. (The shooter's Strength doesn't mitigate the Recoil.)

Successfully defending against multiple shots depends on the Margin of Success of your defense roll. A minimal Margin of Success of 0 means avoiding just one shot; your Margin of Success is the number of additional shots you avoid. That's true for both a Dodge or a Parry, but with a Parry it's as if you've made the number of Parries with that arm equal to the number of shots you've avoided. If an attacker succeeded with two shots, and your successful Parry meant none of them hit, you would be at a -8 for an additional Parry with that arm. If you succeed at avoiding multiple shots with a Parry, you're not likely to make another successful Parry with that arm during that Reactive Phase.

For revolvers and semi-automatics, a RoF of 3 means three separate trigger pulls. Fully automatic weapons have a RoF of 4 or more; with a RoF of 5+, you get a Rapid Fire bonus to the attack roll… but we haven't gotten there yet.

The rules don't make clear how a Parry should interact with multiple shots; the above reflects a suggestion by Kromm.

Holdouts

Bulk is also applied as a penalty to a Holdout roll to hide a gun on your person. This applies to any ranged weapon, though perhaps would come up for handguns more often than for rifles or bows.

Brace yourself!

The stats above assume that rifles are being used while standing and pistols are being used one-handed. If a rifle is being used prone with the barrel propped on a bipod (or otherwise on something stable) it is braced. The relevant minimum Strength is 2/3 what's listed (round up), and you get a +1 bonus to accuracy. A pistol is Braced if it's being used two-handed.

For a rifle (or any gun that normally requires two hands) to count as Braced, you can't take any movement during your Active Phase, even if your maneuver would normally allow it. This restriction doesn't apply to a pistol being used two-handed.

On 5D of Damage

The rifle above does 5d of Basic Damage. That makes for an average of 17.5. The absolute minimum is 5, of course, but there's a better than 98% chance of at least 10 HP. Say the target started out uninjured but had no armor and had Health and maxHP of 10, and that it was a 10 HP injury. That drops the character to 0 HP, and they'd need to immediately make an unconsciousness check. Let's say they succeeded. It was also a Major Wound so they need another Health roll to avoid Knockdown, where failure means not just Knockdown but either Stunning (and thus -4 to Active Defenses) or unconsciousness (if the Margin of Failure on the Knockdown roll was 5 or more).

If they're still conscious and standing, they have to make another unconsciousness check at the start of their turn. After the two unconsciousness checks and the Knockdown check, there's only a 12.5% chance they're still standing, and their reward is the chance to act with -4 in Shock, thus -4 to all skill and attribute rolls against IQ, Dexterity, Will, or Perception (unless they had High Pain Threshold).

There's about a 30% chance the injury would have been 20 HP or more, which means a death check and that the unconsciousness checks would be at -1. The death check itself, alone, has a 50% chance of killing them. Considering all of the death check, the Knockdown check, the penalized unconsciousness check, and the other penalized unconsciousness check at the beginning of their turn, there's only a 3.5% chance they're still standing and able to act on their turn.

And 5d is a middling amount of damage for a rifle.

GURPS is still (deliberately) somewhat lax on how dangerous gunshots are. But make no mistake: they're still very dangerous, and just one gunshot could wreck your character's whole day. (At least by the mundane assumptions we're hewing to. Among options in the GURPS Basic Set itself, and especially in GURPS Gun Fu and the GURPS Action series, you could also run a game with heroes still going strong despite John Woo movie quantities of bullets flying.)

Maximum Effective Strength

Triple a weapon's minimum Strength is the maximum effective strength for that weapon. This defines the maximum Basic Damage that weapon can do: the damage that corresponds to the Maximum Effective Strength. If you're stronger than the Maximum Effective Strength, your Basic Damage as rolled or as modified by a bonus from All-out Attack: Strong might exceed that… in which case you drop it to the maximum Basic Damage.

In a mundane setting, this could only come into play with the most lightweight of weapons like a small knife (minimum Strength 5) or a large knife (minimum strength 6). We can simply precompute maximum Basic Damage where necessary. For Strength 15, Thrust Dmg is 1d+1 and since a small knife's Thrust Dmg is +0, that's a maximum of 7; Strength 15's Swing Dmg is 2d+1 and a small knife's Swing Dmg is -2, so that makes a maximum of 11.

Going forward, I'll note maximum basic damage in the Thrust and Swing columns for weapons of minimum Strength of 8 or less and thus Maximum Effective Strengths up to 24. Higher Maximum Effective Strengths are well out of our mundane scope.

Weapon Skill Thrust Swing Parry ST
small knife Knife +0 cut x1.5, max 7 -2 cut x1.5, max 11 -1 5
large knife Knife +1 cut x1.5, max 9 -1 cut x1.5, max 17 -1 6

Amanda has Strength 15 and makes an All-out Attack: Strong with a swinging attack with her small knife and hits. The Basic Damage is 2d-1 and she rolls an 11, resulting in an 10. All-out Attack: Strong adds +2 for a total of 12… but that exceeds the maximum. Despite the maneuver's +2, Amanda's Basic Damage is only 11.

Again, this is Basic Damage. After considering Wounding Modifiers, the Penetrating Damage could be greater.

Just as Natural Weapons don't have a Minimum Strength, they don't have a Maximum Strength.

This maximum isn't absolute. There are cinematic Advantages that provide bonuses to which the maximum doesn't apply, but we won't be considering them.

I referred earlier to it being possible to make bows whose Strength is up to three times their minimum Strengths. That's this same principle in action.

Damage and Injury Review

Be careful with distinguishing Basic Damage, Penetrating Damage, and Injuries. They're all quantities measured in HP, but damage has a type (i.e., crushing, cutting, etc.) and injuries don't.

For armed melee attacks or thrown weapon attacks, Basic Damage is determined by your Strength, the weapon, and whether it was Thrust or Swinging damage. For bows, it's determined by the Strength of the bow and a modifier for the particular kind of bow (e.g., +2 for a bow or +4 for a composite bow). For ranged attacks, the 1/2 damage modifier for targets between the 1/2D and Max Ranges is applied to Basic Damage. For punching, kicking, or biting, it's determined by your Strength and the particular attack (those all do Thrust damage). Brawling, Boxing, or Karate at sufficient level provides a bonus to Basic Damage. Basic Damage can be reduced to 0 for Crushing damage (which includes all human natural attacks), but is at least 1 for all other kinds.

Penetrating Damage is the Basic Damage minus the Damage Resistance (DR) of any armor. With no armor, the Basic Damage is simply the Penetrating Damage. The Penetrating Damage can be reduced to zero in this way, regardless of the Damage type. If it is dropped to zero, there's no injury. If the damage type's Wounding Modifier is 1, like it is for crushing and piercing, that's the HP of the injury. Otherwise, multiply by the Wounding Modifier (rounding down) – .5 for small piercing, 1.5 for cutting or large piercing, 2 for impaling or huge piercing, and that's the HP of the injury.

Different modifiers apply to different steps in the process, so it can be important to distinguish among these.

Talents

Talents are advantages that represent being a natural at some field of endeavor. They come in levels from 1 to 4 and each level gives you a +1 on skill rolls for some group of skills.

For instance, Smooth Operator would be a natural choice for a con artist. It affects all of: Acting, Carousing, Detect Lies, Diplomacy, Fast-Talk, Intimidation, Leadership, Panhandling, Politics, Public Speaking, Savoir-Faire, Sex Appeal, and Streetwise. (That's very close to the whole Social category as given in the skill list above, with the addition of Streetwise and the omission of Gambling and Body Language.)

You might recall that Savoir-Faire requires specialties. Where a talent doesn't specify that it applies to a particular skill specialty, it applies to any specialty of that Skill.

Most talents apply to 5 or 6 skills. Smooth Operator at 13 is exceptional. The rules don't impose a limit, but note that 18 or more is "probably too broad."

The talent provides its bonus even if you don't actually possess the relevant skill and are defaulting to attribute or another skill.

Talents also make it easier to acquire or improve skills that they cover, which we'll revisit when we get to that subject.

Finally, the bonus they provide also applies to Reaction Rolls among people in a relevant field or sphere of interest if they've seen a demonstration of your talent. Each Talents' description identifies what the relevant population is.

If one had overlapping talents corresponding to some given skill, their bonuses would stack, even in excess of the +4 limit that implicitly applies to the benefit possible from any one given Talent.

The skills affected by Talents would never include a Wildcard Skill. Talents and Wildcard Skills are both approaches to representing broad competence, but they're not meant to be used together.

The Jack of all Trades advantage is sort of an inverse talent. One could have up to three levels of it, each giving +1 to Success Rolls when you're defaulting to attribute for a skill you don't have.

The Basic set offers a few talents; others appear in numerous supplements. GURPS Power-Ups 3: Talents collects them and offers your best one-stop shopping. It also has a host of options for benefits from talents that could be alternatives to the Reaction Roll bonuses.

For more examples, here is a list of some talents not in the Basic Set and (wholly unofficial) custom talents.

Arguably unrealistic advantages and disadvantages

Whether some of these Advantages and Disadvantages are mundane is open to argument (the GURPS forums have the proof). Several are pretty explicitly about being a character in a game and don't attempt to correspond to real world qualities.

For any given roll you don't like, Luck allows you to reroll twice and use the best of the three. At its lowest level, you can do so once per hour of game play; luckier characters' players can do it more often. Other variations restrict its use to only some kinds of rolls. You can't apply your luck to anyone else's rolls. Luck is sometimes described as "critical failure insurance" for self-evident reasons.

The Serendipity advantage is also about lucky breaks. You might find that the scary shadowy dangerous figure you've been tracking because you need something from them is your old college roommate who owes you a favor. Or that when faced with a mountain of research related to your investigation, you grab the exact right document straight off. The player can pitch potential serendipitous events, but what the good break was, and how unlikely it was, and how often they happen are up to the GM.

If you have Danger Sense then when you're about to be ambushed or disaster is about to strike, the GM makes a Perception roll on your behalf to see whether you realized it and have a chance to act first. The Basic Set's rules-as-written could be read as this being a spider-sense superpower but it can also be read as some combination of awareness and intuition. GURPS Tactical Shooting embraces the latter interpretation and labels it a realistic advantage.

The Common Sense advantage means that when your character is about to "do something the GM feels is stupid", the GM makes an IQ roll on your behalf, and on success tells you this.

The Intuition advantage is about having a knack for making good choices. A player tells the GM when they want to lean on their Intuition and the GM makes an IQ roll on their behalf, modified by the number of possible choices, and on success they're steered toward one of the good possibilities.

I Like Big Weapons and I Cannot Lie

Unbalanced Weapons

The Basic Set says "unbalanced" in regard to weapons in three different contexts. One of these ways we've already seen – balanced one-handed clubs or blades bigger than a knife use Shortsword or Broadsword skills as opposed to the unbalanced one-handed weapons that use Axe/Mace.

The others are parry-U weapons and weapons that can become unready after use.

Parry-U Weapons

Some heavy weapons like a full-sized axe (as opposed to the hatchet or throwing axe we've seen before) are unwieldy and so can't be used to parry if you used them to attack during the previous Active Phase. These are marked with a 'U' in the Parry column in the weapons table.

Weapon Skill Thrust Swing Parry ST
axe Axe/Mace -- +3 cut x1.5 +0U 11

For most weapons, your stance and how you hold the weapon don't change that much between using them to attack or parry. Parry-U applies when the difference is large. You could attack with them every turn with no Parrying in-between, or if you didn't attack with them on your previous turn, you could parry with them (multiple times, even) during your Reactive Phase.

If you take nothing but All-out Attacks, this limitation doesn't affect you, since you weren't going to be attempting Active Defenses anyway. Likewise if you take nothing but All-out Defenses.

No amount of Strength on the wielder's part lets them mitigate this limitation. (Martial Arts' Defensive Attack maneuver does mitigate it – consult Martial Arts for details.)

What if you make an unarmed strike against someone who successfully parries with a Parry-U weapon and thus should get an automatic attack against you, but their weapon is by definition incapable of attacking? I would say they don't get the automatic attack, but I haven't seen a ruling on the subject.

"Parry-U" per se isn't mentioned in the rules, but it's a term sometimes used in the forums.

Two-Handed Weapons

Single-Daggers, Double-Daggers, and Two-Handed Swords

The mall ninja favorite, Katana, uses the Two-Handed Sword skill.

The katana is a single-dagger weapon. Single-dagger (and double-dagger) weapons are so-called because of the typographical notation on their Strength listing in GURPS weapon charts. No relation to dagger, the actual weapon. All Single-Dagger and Double-Dagger weapons are two-handed. It's not the first Single-Dagger weapon we've seen: all bows and rifles are Single-Dagger. Things like bows and pump shotguns that you must grip in two different places are always two-handed, but Single-Dagger weapons that you grip in one place have a twist.

If you have at least 1.5 x the listed minimum Strength (round up) for the weapon, you can use it single-handed, but it becomes unready after each use: you'll need a Ready maneuver before you can attack or defend with it again. If you have 2 x the minimum Strength or more, you can use it one-handed without it going unready.

A double-dagger weapon also requires two hands but even two-handed it goes unready after you attack with it unless you have 1.5 x the minimum Strength (round up) necessary for the weapon. If you have at least 3 x the minimum Strength, you could use the weapon one-handed without it going unready, but that usually brings us outside human potential. (The rules don't specify a point between those at which you can use it one-handed but it does go unready, though some GMs house-rule that you can do so with 2 x the minimum Strength.) Double-dagger weapons are usually also Parry-U, or are altogether ineligible for Parrying.

The katana's Strength as listed in the GURPS weapons table is 10†, so you can use it without a penalty to your attack roll at Strength 10, but it goes unready after use unless your Strength is at least 15. At Strength 20, one could even use it one-handed.

Could someone with Strength 19 use it one-handed with a -1 penalty to attack? I think the more obvious reading of the rules would say no, but I haven't seen a ruling on the subject.

In general, there are distinct weapon skills for weapons that are used two-handed, like Two-Handed Sword for katana. But if you do use it one-handed, you use Broadsword (Broadsword and Two-Handed Sword default to each other at -4). And when you use what's normally a two-handed weapon one-handed, there's a -1 penalty to damage. This information isn't reflected in the tables and the Basic Set doesn't make this clear; those are clarifications from GURPS Martial Arts (p. 220).

Instead of following the existing weapons tables' notation, I will unpack these weapons into separate listings under separate skills, as appropriate. The ST column now means the minimum Strength to use it without it going unready. A new column, ST/u lists the minimum Strength at which you can still use it without penalty but it does go unready afterwards. Instead of a monolithic melee weapons table with a Skill column, I'm going to switch to breaking them apart according to weapon skill.

Table 9: Two-Handed Sword
Weapon Thrust Swing Parry ST
katana +2 imp x2 +3 cut x1.5 +0 10
Table 10: Broadsword
Weapon Thrust Swing Parry ST ST/u
katana +1 imp x2 +2 cut x1.5 +0 20 15

In any case, the Maximum Effective Strength would be 30, triple the Strength of 10 we started with.

This is the Basic Set's version of a katana, which GURPS Martial Arts specifies refers to a Tokugawa-era katana. For later (including modern) katanas, GURPS Martial Arts provides a listing for "late katana".

Two-Handed Axe/Mace

There's a Two-Handed Axe/Mace skill, too. The maul (Strength 13‡) and the great axe (Strength 12‡) use it, so we'll list them thus:

Table 11: Two-Handed Axe/Mace
Weapon Thrust Swing Parry ST ST/u
maul -- +5 cr +0U 20 13
great axe -- +5 cut x1.5 +0U 18 12

Weapons normally used with Two-Handed Axe/Mace are used one-handed with Axe/Mace, to no surprise… but not by mundane humans. That would take a Strength of 39 for the maul or 36 for the great axe, so I'll omit them.

The damage stats above are from Low-Tech, where the Basic Set's Two-Handed Axe/Mace weapons in general had their damage boosted by +1.

Nearly all Two-Handed Axe/Mace weapons are Double-Dagger and Parry-U.

How come no one can get you on their staff?

A quarterstaff is a staff of 5-6' in length. It usually uses the Staff skill, but one can use it gripped at one end with two hands using the Two-Handed Sword skill if one insists. Two-Handed Sword and Staff do not provide defaults to each other. Where skill names don't include Two-Handed, I'll note it afterwards, since I'm not using the dagger notation. This is not an official part of the skill name. A long while back we mentioned that there are weapons with a bonus to Parry, and the quarterstaff is one of those… when used with the Staff skill.

Table 12: Staff (two-handed)
Weapon Thrust Swing Parry ST
quarterstaff +2 cr, max 13 +2 cr, max 25 +2 7

The above reflects Low-Tech's stats (the Basic Set gave it only +1 for Thrust). It has the same damage stats when used with Two-Handed Sword, but the Parry bonus is a property of using it with the Staff skill, so that's lost.

Table 13: Two-Handed Sword
Weapon Thrust Swing Parry ST
quarterstaff +2 cr, max 13 +2 cr, max 25 +0 7

It's Single-Dagger, so it can be used one-handed with a damage penalty and possibly going unready after use, depending on your Strength.

Table 14: Broadsword
Weapon Thrust Swing Parry ST ST/u
quarterstaff +1 cr, max 12 +1 cr, max 24 +0 14 11

Spear

Sort of like how unarmed combat skills mean you've trained with both hands, the Spear skill means you've trained using a spear both one-handed and two-handed. Its canonical Strength when used one-handed is 9, or 9† when used two-handed. The single-dagger just indicates its two-handed usage there – the rules explicitly note it can be used one-handed with Strength 9 without it going unready.

Table 15: Spear
Weapon Thrust Swing Parry ST
spear (one-handed) +3 imp x2 -- +0 9
spear (two-handed) +4 imp x2 -- +0 9

A spear can also be used with the Staff skill as if it were a quarterstaff, with the same Damage and Parry bonus. Spear and Staff default to each other at just -2. (One could argue that when used with the Staff skill its Maximum Strength and thus maximum Basic Damage should be considered the same as for a staff; if you're facing a Spear-wielder with Strength 22 or more then by all means, make that argument.)

Table 16: Staff (two-handed)
Weapon Thrust Swing Parry ST
spear +2 cr +2 cr +2 9

While the same spear can be used as a melee weapon or as a thrown weapon, the latter uses the Thrown Weapon (Spear) skill, as we've already seen.

Weapons that can be used one or two-handed: Getting a Grip

Going from one-handed to two-handed usage of a weapon or vice versa requires a Ready maneuver to change your grip. Switching between using it with different skills without changing the number of hands you're using does not – you just say at the start of your turn which skill you're using. With a two-handed grip on a spear, you could use it with the Spear skill one turn and Staff skill the next as you pleased. If you wanted to throw it, you would need a Ready maneuver to prepare to make one-handed use of it with the Thrown Weapon (Spear) skill. You could use a quarterstaff two-handed with Staff or Two-Handed Sword, but would need a Ready maneuver to use it with Broadsword.

The Grip Mastery perk allows switching grip as a free action either before or after your maneuver (you can't do both during the same Active Phase). You must specialize by some given weapon, e.g. Grip Mastery (Spear), but you could take it more than once.

The decision you make during your Active Phase about the skill you're using persists through the subsequent Reactive Phase – any Parries you make with that weapon are based on that skill. You can't attack with Spear to take advantage of the double damage from impaling's Wounding Modifier and say during the subsequent Reactive Phase that you're Parrying with Staff to take advantage of its +2 Parry bonus. Unless you have the Form Mastery (Spear) perk, that is. Form mastery requires specializing by some given weapon and allows you to freely change what skill you're using the weapon with during a turn so long as they involve the same number of hands. If they involve a different number of hands, see Grip Mastery, above.

These form and grip issues do not apply to unarmed skills. You can punch with Boxing during your Active Phase and parry with Karate during the Reactive Phase.

Unready or not

Unready isn't a characteristic of a class of weapons. It's a state a specific weapon might be in and means simply that it isn't Ready as would be required to use it with any Attack maneuver or the Parry Active Defense. A single-dagger or double-dagger weapon you've swung without enough Strength to avoid its going unready is like a sheathed weapon on your belt – you'll need a Ready maneuver before you can use it (but Fast-Draw isn't going to help you here).

If you're wielding a weapon that goes unready after use (i.e., you don't have enough Strength to prevent that) and you fall down or are stunned, it becomes unready. And naturally, you couldn't use that weapon for both attacks of an All-out Attack: Double.

A Parry-U weapon that you've attacked with is not unready, but it is ineligible for use with a Parry in the following Reactive Phase. Or if you have Parried with it in a given Reactive Phase, it's ineligible for use with an Attack on your subsequent turn. But if you attack with it one turn and on your next turn you take a Move maneuver during your Active Phase, you could Parry with it in the following Reactive Phase. Or if you Parry in one Reactive Phase and choose All-Out Defense: Dodge on your next turn (and don't attempt any parries), you can attack with it on the turn after that. No Ready maneuvers required.

A weapon being Parry-U doesn't imply that it's also single-dagger or double-dagger; a weapon being single-dagger doesn't imply that it's Parry-U; a weapon being double-dagger is probably also Parry-U, but might be incapable of parrying. Since "unbalanced" is ambiguous, it's probably best to say Parry-U or Single-Dagger or Double-Dagger when those are the qualities you're talking about.

Mortal Wounds

If you fail a death check but with a Margin of Failure of only 1 or 2, and it wasn't a critical failure, you suffer a mortal wound but don't die. You're incapacitated and you fall down; it's the GM's call whether you're truly unconscious.

If you receive further injury, make further death checks normally, when you reach or cross thresholds of multiples of your maxHP in the negative. If you're mortally wounded, you can't be saved by a small Margin of Failure again – any further failure on a death check kills you.

Every half-hour, make another death check. On a critical success, you're no longer mortally wounded, but you're still incapacitated and otherwise in as bad straits as you were. On a success you're not dead yet, but on any failure you are. Barring that critical success, you'll need successful surgery to save you.

As expected, modifiers from Easy or Hard to Kill or Fit or Unfit apply.

Don't confuse Mortal Wounds with Major Wounds. Mortal Wounds are even worse. But including Mortal Wounds in the game actually makes combat slightly more forgiving, as they're another way to avoid death.

Here's the clarification that a critical failure means death.

Keeping it Lite

We've now covered nearly all of the combat and injury system that appears in GURPS Lite (as well as several things that aren't in Lite).

Techniques

A technique is some particular task that has a default to some prerequisite skill. You can train in a technique and improve your level as if it were a skill. For instance, the Lifesaving technique defaults to Swimming -5. A very highly skilled lifeguard might have Swimming at 15 and Lifesaving at +5, thus would roll for Lifesaving at 15. With most techniques, including Lifesaving, you can't exceed its prerequisite skill – a +5 is as high as Lifesaving goes.

Since a technique is at base just an application of a skill, anyone with the skill can attempt the technique at its default penalty. And if a technique's prerequisite skill has a default to an attribute or another skill, you could attempt the technique at its default penalty to the already penalized defaulted skill level. An optimist with Health 12 could try lifesaving at Health -9 (Swimming defaults to Health -4). But without the skill, the technique can't be trained and improved and the default penalty is as good as it gets for you.

We've already met something else that can be a technique, Kicking. The Kicking technique defaults to either of Brawling or Karate at -2. Where a technique has multiple possible prerequisites, you train in one of them in particular, e.g., Kicking (Brawling) or Kicking (Karate). You could do both of those separately if you really wanted. Like Lifesaving, Kicking cannot exceed its prerequisite, so it maxes out at +2, i.e., equal to your score in Brawling or Karate. After that, the only way to get better at kicking is to improve the prerequisite skill.

As with Kicking, many techniques are functionally a way to mitigate or eliminate a penalty associated with some particular application of the skill. And though I referred to "prerequisite skill" above, some techniques default to another technique or an attribute. That attribute can even be Strength. (You might wonder what the difference is between a technique whose prerequisite is an attribute and just a plain skill, and that difference is the Character Point cost to improve them, but we won't go into that now.)

When a technique's prerequisite skill doesn't offer any defaults, like Brawling and Karate, you can't attempt the technique at all. Kicking is exceptional in that there are explicit rules regarding anyone being able to make an unskilled attempt at it at Dexterity -2.

The Technique Mastery Perk allows exceeding a technique's defined maximum relative to its prerequisite skill. Where the normal maximum is equal to the prerequisite, you can train it up to the prerequisite skill +4. Where the normal maximum exceeds the prerequisite, you can train it up to another +2 beyond what it normally is. So someone with Technique Mastery (Karate Kicking) could train their Kicking (Karate) technique up to +6, i.e., Karate +4.

Techniques have only two difficulties, Average and Hard. These affect how many Character Points it costs to improve the technique (but we won't go into the details now).

The free Martial Arts Techniques Cheat Sheet will give you an idea of what combat techniques exist – it includes all of the techniques defined in Martial Arts and the Basic Set (excepting Off-Hand Weapon Training). Almost every melee skill offers several techniques, and all of the unarmed skills offer a lot. Most of these are defined in Martial Arts; only a few of them are in the Basic Set, and this tutorial will mention only a few of those.

The Basic Set features an Off-Hand Weapon Training technique. The Off-Hand Training Perk was introduced in GURPS Martial Arts and it's an example of a rule that's intended to replace a Basic Set rule. The Basic Set explicitly calls techniques optional, but they're a really useful concept. We'll meet more techniques when we get to grappling.

Karate techniques

Other Karate techniques in the Basic Set are Back Kick, Jump Kick, and Lethal Strike. Martial Arts has many more, and explicitly labels Lethal Strike a cinematic technique, which the Basic Set doesn't. We won't go into these; consult the rules.

Combat Options

A combat option might be an attack option or an Active Defense option – it's something that modifies an attack or Active Defense. When you're making an attack or defense, you might choose one or more, but some are incompatible with each other.

Melee Attack Options

Many Attack Options apply only to melee attacks or only to ranged attacks – we'll first consider a couple of melee attack options.

Deceptive Attack

Deceptive attack modifies a melee attack maneuver – for every -2 penalty you accept to your attack roll, the defender gets a -1 to their defense roll, but your final Effective Skill for your attack roll can't be less than 10. This means you need an ES of at least 12 to be eligible to use it, and that it can't be used with Move and Attack (where your ES is capped at 9 for melee attacks), but it can be used with Attack or any All-out Attack.

Since it doesn't matter how good your attack is if the defender keeps making their defense roll, and since anyone whose defense roll is 14 succeeds 91% of the time, Deceptive Attack provides a crucial way for a very good attacker to land a hit on even a good defender. Since an ES of more than 16 is functionally no different from 16 when you don't care about Margin of Success, anyone with an attack ES of 18 or more should definitely employ a Deceptive Attack. Remembering that there's little difference in the odds between 15 (95%) and 16 (98%) makes it usually a good deal at ES 17, too, though you would also drop your chance of a Critical Success from 9% (6 or lower) to 5% (5 or lower). Kromm has noted "Were I rewriting the Basic Set, I'd probably state that if your effective combat skill is above 16 after all modifiers, you should reduce it to 16 and apply half the reduction to the enemy's defense. It's that important."

Telegraphic Attack

Telegraphic attack also modifies a melee attack maneuver. It provides a +4 to an attacker's attack roll, but a +2 to the defender's defense roll. It's like the opposite of a Deceptive Attack: you don't care how obvious you're being.

The +4 from the Telegraphic Attack doesn't make a Critical Success more likely, though. A 3 or 4 is always a critical success, like usual, but a 5 is a Critical Success only if your Essential Skill before the Telegraphic Attack's +4 was 15 or more and a 6 only if it was 16 or more.

This can be used during surprise attacks where there isn't going to be a defense roll and it's close to a free +4. It can be used with any maneuver that includes an attack, including All-out Attack: Determined for a combined total of +6 to your attack roll. It can be used with Move and Attack. This doesn't change that your attack's Essential Skill is capped at 9, but it would offset Move and Attack's -4 penalty.

Any time you're at a substantial penalty because of Shock or for whatever reason, but really want an attack to have a chance anyway, you might opt for a Telegraphic Attack.

Enthusiastic but unskilled fighters might be prone to leading with All-out Attacks with Telegraphic Attack and falling back to All-out Defense maneuvers (or running) when that doesn't work out. A GM might rule that an unskilled fighter defaulting to Dexterity cannot use Deceptive Attack.

Naturally, Deceptive Attack and Telegraphic Attack are mutually incompatible for any one attack, but not necessarily for one maneuver. If you were making an All-out Attack: Double, you could, for instance, make the first a Telegraphic Attack and the second a Deceptive Attack.

Telegraphic attacks were introduced in GURPS Martial Arts and do not appear in the Basic Set, Discworld, or DFRPG.

Hit Locations

A long way back I said "Injuries are assumed to be to the torso, so a vest is as good as head-to-toe protection (unless you incorporate rules for hit locations)". That time has come.

Aiming for a particular hit location is another Attack Option, applicable to melee or ranged attacks. Players can choose to aim for another specific body part at a penalty ranging from -2 for a specific limb to -9 for an eye. Or they opt for whatever target was most available in the moment, which is to say that if they hit, they roll for a random location on the Hit Location Chart below, with no penalty. If they roll their attack without specifying a location or that they'll roll a location at random, it defaults to the torso, in which case nothing changes. It's the default, so everything we've learned already applies to the torso case.

Roll Location Chance
3-4 Skull 1.8%
5 Face 2.8%
6-7 Right Leg 11.6%
8 Right Arm 9.7%
9-11 Torso 36.6
12 Left Arm 11.6%
13-14 Left Leg 16.7%
15 Hand 4.6%
16 Foot 2.8%
17-18 Neck 1.8%

This version of the Random Hit Location table is from DFRPG. In the Basic Set, 11 is the groin, meaning that for randomly determined hits, 1 in 8 are groin shots. (In GURPS Low-Tech, 11 is the abdomen.)

If face gets rolled randomly for an attack from behind, use skull instead. If your opponent is missing a limb or extremity and a random roll yields that part, use the torso. For hand or foot, determine left or right at random, e.g., roll 1d where odd is left and even is right.

This version maybe gives a better overall picture of the relative chances:

head 4.6%
neck 1.8%
torso 36.6%
an arm 21.3%
a hand 9.2%
a leg 28.3%
a foot 5.6%

There are 3 other possible hit locations that can be targeted, but which are never hit at random: eye, groin, vitals. The vitals are your heart, lungs, and kidneys. Only attacks that do impaling or piercing damage can target an eye or the vitals.

There's a specific Critical Head Blow table (B556). For critical hits to the skull, face, or eye, roll on it instead of what you usually would. For limbs, hands, feet, or eyes there's a possibility of crippling (see below). For several locations, Wounding Modifiers are higher; for limbs, some Wounding Modifiers are lower. And in several cases, if there's an injury that results in a Knockdown roll, it's at a penalty. The skull has DR 2, so Penetrating Damage is reduced (and maybe eliminated).

Location Mod Cripple WM Knockdown Note
Skull -7/-5   any x4 -10 Has DR 2; crit: head
Eye -9 > HP/10 any x4 -10 imp or piercing required to target; crit: head
Face -5/-7     -5 major wound blinds an eye; crit: head
Neck -5   cr x1.5, cut x2    
Vitals -3   imp, pi x3   can only target with imp or piercing
Torso +0        
Arm/Leg -2 > HP/2 pi++, pi+, imp x1    
Hand/Foot -4 > HP/3      
Groin -3     maybe -5 maybe double shock for cr dmg to max of 8

From the front, the skull's at -7 to hit; from behind it's -5. For the face, that's reversed. If someone's holding a shield and you target the arm or hand with the shield, your penalty to hit is doubled.

The effects cited above for the groin apply to those with external gonads. Without them, hits to the groin are simply equivalent to hits to the torso – there's no special effect.

If you target the head, face, neck, vitals, or groin and your attack misses by just 1, you hit the torso instead (subject to the defender failing their defense, of course). This only applies if you specifically targeted the location; if you rolled it at random, then any miss is just a miss like normal.

Face and Skull penalties differing from front and back is from Martial Arts.

Crippling

Injuries to an eye, arm, leg, hand, or foot may be crippling. For an arm or a leg, it's any single injury that's more than your maxHP/2 (i.e., the same as your major wound threshold), for a hand or a foot it's more than maxHP/3, and for the eye it's more than maxHP/10. So for someone with maxHP of 11, that means 6 for arm or leg, 4 for hand or foot, and just 2 for an eye. Any crippling wound counts as a Major Wound also, so you would have to roll vs. Health to avoid Knockdown, with the usual consequences for failure – unconsciousness if your Margin of Failure was 5 or more, and physical stunning otherwise.

Any single injury that does double that HP in damage to that location permanently destroys that part, possibly completely severing it or irrevocably mangling it.

The silver lining is that for limbs and extremities, the minimum HP to cripple a location also imposes a maximum on the HP in damage you can take to a location from a single injury, except that there's no maximum for an eye.

It's important to understand that in GURPS, HP is an abstraction representing overall degree of bodily injury. Individual body parts do not have their own HP and you don't need to track where individual injuries occurred or how many HP of damage they were. Crippling injuries don't change this.

The person above with maxHP of 11 would have their leg destroyed by a single injury doing 12 HP of damage to it, but they would only lose 6 HP with the destruction of their leg as a side-effect. Any single injury doing 6 HP of damage to the leg would cripple it. But they could take three 5 HP injuries to the same leg and they'd be down 15 HP but not crippled. (An optional rule for accumulated wounds on B420 does make cumulative injuries to the same location contribute to crippling.)

If you cripple an arm or hand, the person drops anything they were holding. If you cripple a leg or foot, they fall down.

If you've received a crippling injury, when combat is over, you roll vs. Health to determine its duration. On success, it's temporary and its effects will last only until you've recovered to your maxHP. On failure, it's lasting and with competent medical care the effects will persist for 1d-3 months, with a minimum of 1 month (without medical care, it's 1d months). On a critical failure, the crippling is permanent and that body part is unusable.

Table 17: Crippling thresholds; double these amounts constitutes destruction
maxHP Arm / Leg Hand / Foot Eye
8 5 3 1
9 5 4 1
10 6 4 2
11 6 4 2
12 7 5 2
13 7 5 2
14 8 5 2
15 8 6 2

Because all Wounding Modifiers become x4 with an eye, even 1 HP of Basic Damage would destroy a mundane human's eye – you'd need to have a maxHP of 41 before that ceased to be the case.

Hit Locations and Armed Parries vs. Unarmed Strikes

If you attempt an unarmed strike and your opponent successfully parries with a weapon, when they make their automatic attack roll with that weapon (at -4 if the strike was with karate), if they hit, the hit location is the arm you tried to strike with.

If someone attacks you with a weapon and you attempt an unarmed parry and fail, the attacker gets their choice of striking their original targeted (or rolled) location or the arm you tried your parry with.

Wound Modifiers by Damage Type and Hit Location

For the specific locations below, where a value isn't specified, the default applies. Cutting is x1.5 for a leg, like normal; impaling is x2 for the neck, etc.

  Default Skull Eye Neck Vitals Arm/Leg
cr x1 x4 x4 x1.5    
cut x1.5 x4 x4 x2    
imp x2 x4 x4   x3 x1
pi- x .5 x4 x4   x3  
pi x1 x4 x4   x3  
pi+ x1.5 x4 x4   x3 x1
pi++ x1.5 x4 x4   x3 x1

Combat: Now even worse for you

If we revisit our 5d rifle damage example from above, where there's a more than 98% chance of 10 HP Basic Damage, and about a 30% chance of 20 HP or more, let's look at how that plays out if it hits different locations. The damage type is pi (Piercing).

  10 20
Default 10 20
Skull 32 72
Eye 40 80
Neck 10 20
Vitals 30 60
Arm/Leg 10 20

Notice that the skull's DR of 2 reduces the Penetrating Damage before the x4 Wounding Modifier.

For most people 10 HP to a limb will be a crippling injury and 20 HP would mean the limb's destruction. 10 HP to a hand or a foot is enough to destroy the extremity for most people or merely cripple it for those with very high maxHP. Crippling or destroying a limb or extremity does put a ceiling on how many HP will be lost, but also means a major wound and thus a Knockdown roll. And even if you make all your rolls, crippling a foot or leg means falling down.

A 60 HP injury is guaranteed instant death for someone with an average maxHP of 10. 80 HP is instant death for someone with a fairly high maxHP of 16. If your maxHP and current HP are 15, then the 30 HP Injury from 10 HP of Penetrating Damage to the vitals would drop your HP to -15, resulting in a death check, a Knockdown check, an immediate unconsciousness check at -1, and another unconsciousness check at -1 at the start of your next turn before you could act. It's very likely you'd be out of the fight.

It's possible to do less injury with a hit location if you hit the skull with less than 3 HP of Basic Damage or if you hit a limb with a large piercing, huge piercing, or impaling attack, using hit locations and crippling/destruction rules makes combat much more dangerous.

For more information

GURPS Martial Arts has rules for hit locations that go into much more detail, as well as details on how attackers' and defenders' postures interact with hit locations. GURPS Low-Tech and the PDFs in the GURPS Low-Tech series have much more detail on how different kinds of armor protect different locations. The GURPS Grand Unified Hit Location Table is based on content from all of the above and more (and thus goes into much more detail than we've covered).

Resistance Rolls

When someone casts something like a mind control spell on you, there's a Quick Contest of their relevant skill against your Will, with a twist: they not only have to win the contest, but their Success Roll has to actually succeed – failing less than you isn't good enough. Because they have to succeed, they roll first. If they fail it's over; if it's not, your roll to resist is called a resistance roll.

That's not the only place GURPS refers to a "resistance roll" – poison, electric shock, infection and many other hazards are resisted with plain Success Rolls against Health (with appropriate modifiers) and those are resistance rolls, too.

Also, it's not the only place GURPS uses this variant on a Quick Contest in which one side must succeed on their Success Roll to win. Unfortunately, it doesn't have a name of its own. I am going to indulge in creating my own terminology and call this a "resisted contest".

And that's why I suddenly veered into talking about mind control spells, because we're going to see some examples of Resisted Contests and I wanted to define them once instead of explaining multiple times that this Quick Contest is special.

GURPS Martial Arts: Technical Grappling uses resisted contests for several things. Its author, Douglas Cole, notes "I wanted to call it a Resistance Roll in an early draft, because the text on p. B348 describes it perfectly. You must both succeed in your roll AND win the contest. However, the guidance given was that was for resisting supernatural abilities and powers… but by the text itself, Resistance Roll is the correct mechanic."

Still yet more maneuvers

Feinting spells

Feint is another way, besides Deceptive Attack, to try to use your Attack skill to lower your opponent's Defense roll. During your Active Phase, you fake a melee attack against a specific opponent who must be able to see you and whom you must be able to attack. A Feint is a Resisted Contest. You can use the best combat skill you could attack with in the moment. If one hand holds a ready weapon and the other is open, you can choose among your skill with the weapon or your best unarmed skill, or Dexterity if you don't have one). They can use the best combat skill they could possibly defend with – the best among any weapon or unarmed skill they could possibly Parry with or their Shield or Cloak skills if they have one of those ready and could possibly Block, or Dexterity if nothing else. Note that they directly use their skill (or Dexterity) itself, not an Active Defense score.

Because it's a Resisted Contest, if you fail, the Feint failed. If you succeed, your opponent makes their roll. If you win the contest, then your opponent gets a defense penalty equal to your Margin of Victory if you attack them on your next turn. If you make an All-out Attack (Double), this penalty applies to their defense against both attacks. If your opponent happens to bravely turn tail and flee and in your next turn you're attacking their back, you still get your bonus from the Feint. If circumstances prevent your making your attack against them on your very next turn, the chance is lost – the potential gain from a Feint is highly ephemeral.

You can Feint with one skill and use its benefit on attacks with a different skill, e.g., Feint with a punch, but then attack with a knife.

Even if an attack with a given weapon would normally leave it unready, a Feint maneuver does not.

To the other characters, a Feint is indistinguishable from an attack that missed. The character doesn't know that it was a feint and that they may have, say, -5 to their defense next turn. The player or GM is obliged to not have the character respond as if they do know that. But if a Feint attempt fails, it's obvious that it was an attempt at a Feint. GMs are even encouraged to keep an NPC's Feint secret, rolling on their turn and saying it was a failed attack, and only on their next turn revealing that that had really been a Feint and resolving the resisted contest for the Feint immediately before the attack it might apply to.

Feint allows taking a Step and allows Active Defenses normally… just like an Attack maneuver.

Feint is also the name of a Technique whose prerequisite skill is any specific melee combat skill. Its default is +0, but can go up to +4. So if you had Karate at 12 and Feint (Karate) at +2, you could feint with Karate at 14. GURPS Martial Arts suggests that a GM might allow resisting feints with one's best Feinting technique or melee combat skill or blocking skill independent of whether you had the corresponding weapon or shield in the moment.

It's time for your annual combatant evaluation

Evaluate is the melee equivalent of aiming. You specify one opponent who's in sight and whom you could have possibly attacked this turn (even if it took a Move and Attack to do it). You spend that turn studying them and trying to figure out how they're going to move. It doesn't require a roll. One turn of Evaluation gives a +1 to a Feint, Attack, any All-out Attack, or Move and Attack you make against that opponent on your subsequent turn. You can continue to make Evaluate maneuvers, with a cumulative +1 per turn, to a maximum of +3. That's the maximum benefit, but you could take as many more turns as you like to maintain it at +3.

You may take a step and make Active Defenses normally without interfering with your Evaluation.

If at the start of your turn, your previous maneuver was Evaluate, if you do anything other than attack your opponent or continue to evaluate them, the bonus is lost. The rules don't specify other conditions for losing the bonus, but certainly a GM might rule that being stunned or experiencing Knockdown would do it.

Telegraphic Attacks need not apply

A Telegraphic Attack can't be used with bonuses from previous Evaluate or Feint maneuvers. Being unsubtle means abandoning previous subtlety.

Temporary Attribute Penalties

Shock is the most important effect that penalizes attributes that we've seen so far. Penalties to an attribute always affect skill rolls based on that attribute. IQ penalties also apply to Will and Perception. With Strength penalties, your Damage is based on your reduced Strength.

Unless otherwise specified, other Secondary Characteristics aren't affected, i.e., Health penalties don't affect your maxHP; Health or Dexterity penalties don't affect your Basic Speed or Basic Move; Strength penalties don't affect your Basic Lift or your maxHP.

B421 tells us "Defensive reactions that don't require a maneuver to perform – Active Defenses, resistance rolls, Fright Checks, etc. never suffer penalties for attribute reductions." So Shock penalties don't affect them.

But general rules can have specific exceptions. The off-hand Dexterity penalty does have an impact on Parries; it was explicitly stated, and is an exception. Another exception is coming up, so I wanted to state the general case. I noted previously that the rules don't specify whether there's a penalty to Parry with a weapon for which you're below the minimum Strength. Following the rules-as-written, in the absence of an explicit exception, there shouldn't be one.

As detailed above, when you're below 1/3 your maxFP and thus Very Tired, your Strength is halved (round up) for Strength-based rolls. It's not a general penalty to Strength, thus Damage is not affected. A FAQ entry makes explicit that it doesn't matter for purposes of weapons' Minimum Strengths; it would also not apply to Strength thresholds for using single-dagger and double-dagger weapons without them going unready.

If a general penalty to Strength drops you below your weapon's Minimum Strength, do you get the attack penalty? If it drops you below the ability to use a single-dagger or double-dagger weapon one-handed, do you cease being able to use it? Or if it drops you below the threshold of using it without it going unready, does it start going unready after use? I think the most straightforward reading of the rules would say yes to all of the above, though I haven't seen a ruling on these matters.

Close Combat

One's grasp should exceed one's reach, else what's a heaven for?

Different melee weapons (or unarmed attacks) have different reaches. Close range is close enough to touch. A punch is close range. Other than Close, range is expressed as a number of yards. An axe has reach 1 – you can use it against opponents about 1 yard away. Some weapons have different reaches when they're used in different ways. A Thrust attack with a quarterstaff being used with Two-Handed Sword has reach 2, but a swinging attack works at reach 1 or 2.

We need to add reach to our tables, separated for thrust and swinging. Most weapons can be used at any of their reaches at any time, but a few (like a spear or a great axe) are awkward enough that it takes a Ready maneuver to switch reaches. Their reaches are marked with asterisks. The Reach Mastery perk lets you do it without one. Much like the Grip Mastery perk, Reach Mastery is specialized on a per weapon basis and lets you change reach as a free action once during your Active Phase, either before or after your maneuver.

We're also added a Weight column (in pounds). This is useful to know for encumbrance. We said earlier that "against small thrown weapons like knives, there's a -2 penalty to Parry". The actual rule is that the -2 penalty applies to thrown weapons of 1 lb. or less.

Knowing weapon weight will come in handy for some other purposes later.

Weapon Thrust Reach
bite -1 C
punch -1 C
kick +0 C,1
Table 18: Knife
Weapon Thrust Reach Swing Reach Parry ST Wt.
small knife +0 cut x1.5, max 7 C -2 cut x1.5, max 11 C,1 -1 5 .5
large knife +1 cut x1.5, max 9 C,1 -1 cut x1.5, max 17 C,1 -1 6 1
stiletto +0 imp x2, max 7 C -- -- -1 5 .25
Table 19: Shortsword
Weapon Thrust Reach Swing Reach Parry ST Wt.
baton +1 cr, max 9 1 +1 cr, max 19 1 +0 6 1
Table 20: Axe/Mace
Weapon Thrust Reach Swing Reach Parry ST Wt.
hatchet -- -- +1 cut x1.5 1 +0 8 2
axe -- -- +3 cut x1.5 1 +0U 11 4
Table 21: Broadsword
Weapon Thrust Reach Swing Reach Parry ST ST/u Wt.
broadsword +1 cr 1 +1 cr 1 +0 10   3
katana +1 imp x2 1 +2 cut x1.5 1,2 +0 20 15 5
Table 22: Spear
Weapon Thrust Reach Swing Reach Parry ST Wt.
spear (one-handed) +3 imp x2 1* -- -- +0 9 4
spear (two-handed) +4 imp x2 1,2* -- -- +0 9 4
Table 23: Staff (two-handed)
Weapon Thrust Reach Swing Reach Parry ST Wt.
quarterstaff +2 cr, max 13 2 +2 cr, max 25 1,2 +2 7 4
spear +2 cr 2 +2 cr 1,2 +2 9 4
Table 24: Two-Handed Axe/Mace
Weapon Thrust Reach Swing Reach Parry ST ST/u Wt.
maul -- -- +5 cr 1,2* +0U 20 13 12
great axe -- -- +5 cut x1.5 1,2* +0U 18 12 8
Table 25: Two-Handed Sword
Weapon Thrust Reach Swing Reach Parry ST Wt.
katana +2 imp x2 1 +3 cut x1.5 1,2 +0 10 5
quarterstaff +2 cr, max 13 2 +2 cr, max 25 1,2 +0 7 4

As you can see, all natural weapons work at close range, with kicks also working at 1. Things used with the Knife skill all work at close range; most one-handed weapons work at reach 1 (exceptions being thrusting with a small knife or stiletto, which only work at close range). Most of the two-handed weapons we've seen work at either 1 or 2. Some really big pole-arms only work at reach 2 or more, but we won't be looking at them.

You can only attack someone if their distance from you corresponds to your attack's reach. They can't be too far away or too close. If your opponent has a weapon that only has reach 1 and yours has reach 2, you can attack from 2 yards away and use your step to move back. They can't use an Attack maneuver to attack you – they could take their step toward you at the start of the maneuver and you'd still be out of range of their weapon. They could close the distance with an All-out Attack, but afterwards they're defenseless and in range (if your weapon also works at reach 1) and your weapon, being larger, probably does more damage.

And you can only Parry at the same reach at which you could attack with the same weapon… or natural weapon, which means that you can only attempt an unarmed Parry if you're close. This has far-reaching implications.

Keeping your enemies closer

Reach 1 weapons can hit opponents at 1 yard away; weapons or attacks with Close reach can hit opponents at, well, 0 yards away. If two combatants are close enough to attempt Close Reach attacks on each other, they're in close combat whether or not they're actively fighting each other in the moment.

So to punch someone (or, say, thrust with a small knife), you need to be in Close Combat. If you weren't already there at the start of your turn, you would need a maneuver with sufficient movement to get there. An attacker stepping into Close Combat and making their attack functionally happens at the same time, so a defender can attempt to Parry the attack with a Reach 1 weapon. Whether or not the attack or defense succeeded, the attacker made the movement and they're left in Close Combat.

Besides being at Reach C, there are several distinctions to Close Combat. You can make unarmed parries normally, but you can only attempt armed parries with weapons with Reach C attacks (most of which have -1 to Parry). Ranged weapons are at a penalty to attack equal to their bulk. If you begin your turn in Close Combat and you're wearing a shield, any Dexterity-based rolls (including all attacks) take the shield's Defense Bonus as a penalty, but if you're wearing a shield and start your turn out of Close Combat and enter Close Combat and attack that Active Phase, the penalty doesn't apply to that attack.

Using a Ready maneuver to ready a weapon isn't certain – it takes a successful Dexterity roll. On failure, your Active Phase was wasted – your weapon isn't ready. If you want to Fast-Draw, you have to make the Dexterity roll first. Failure still means a wasted Active Phase; success allows making a second roll to attempt the Fast-Draw. If that succeeds, your weapon is ready and can be used immediately in a maneuver this Active Phase; on failure, you must take a Ready maneuver, like usual with a failed Fast-Draw. Readying your weapon consumed your Active Phase but at least it's available for Parrying during your Reactive Phase and for attacking on your subsequent turn.

If you're in Close Combat at the start of your turn and want to attack with a Reach 1 weapon, you can select an Attack maneuver and use your step to step backwards. (You couldn't do this with an All-out Attack, since those only permit movement forward.)

Reach and Close Combat are principally featured in the Basic Set's Tactical Combat chapter, about using a hex map. When you use a hex map, the scale is 1 yard to a hex; being in Close Combat means being in the same hex as an opponent. As with exact facing and the differences between moving 1 yard vs. 2, some of this would be easier to track with a map, but the concepts are still meaningful without one.

From a Crawling posture, you can make only Reach C attacks.

That you can use a Reach 1 weapon to parry a Close Combat attack made as your opponent enters Close Combat is from Martial Arts (p. 117) and isn't specified in the Basic Set (or DFRPG or Discworld).

Run away! Run away!

Active Defense options are another kind of Combat Option that modify defenses. A retreat can modify an Active Defense against any melee attack, if you're not boxed in and there's someplace for you to go and you're not immobilized for whatever reason. It provides +3 to a Dodge or +1 to a Block or a Parry, except unarmed Parries with Boxing, Karate, or Judo, which get +3.

You retreat by 1 yard and can only retreat once during your Reactive Phase. You can't retreat if you're stunned, if you're kneeling or sitting, or if your previous maneuver was a Move and Attack. You can't retreat if your movement during your previous Active Phase exceeded your Basic Move, e.g., because you sprinted. Besides standing and crouching, you can retreat if you're crawling or lying (when it's considered to be rolling out of the way).

The retreat happens at the same time as your opponent's attack, but if you were in reach of their weapon at the start, they still get to make their roll for their attack, even if when complete the retreat will take you out of reach. The retreat gives you a bonus to your defense, but it doesn't make the attack impossible. That's true even if your attacker gets multiple attacks, e.g., because it was an All-out Attack: Double. Your retreat bonus applies vs. all your defenses against any attack by that one attacker this Reactive Phase, but your attacker also gets to make their roll for all of their attacks – you can't move out of the way in time to avoid that. You don't get the retreat bonus for defenses against any other attacker during that Reactive Phase.

Just as you can use a Reach 1 weapon to parry an attack made by an opponent entering Close Combat with you on their turn, if you're in Close Combat during your Reactive Phase but retreat, you can parry with a Reach 1 weapon.

When you retreat, the move itself happens whether or not the defense (or defenses) succeeded.

If the attacker hasn't already used up their movement for their Active Phase, they can step forward at the same time, maintaining your relative distance.

Dodge and drop is effective only against a ranged attack; it provides +3 to Dodge and leaves you Lying prone. The rules don't specify that it's disallowed starting from Kneeling, Crawling, or Sitting, or that it's any less effective starting from those postures than from Standing or Crouching.

Look out! Behind you!

Wild Swings

We've been silently assuming all attacks are against opponents in front of you. If you were using a hex map, that'd be formally defined as the 120-degree arc in front of you; without one, well, shoot for something similar to that.

An attack on someone to your side or behind you is a wild swing. Your maximum Effective Skill for the attack is 9 (like Move and Attack) and you're at a -5 penalty (1 worse than Move and Attack's -4 penalty). "Wild swing" doesn't mean it can't be a thrusting attack, but if it is a thrusting attack, the range can't be beyond 1 yard.

You can combine it with a Move and Attack (in which case it's at a -5 penalty – the penalties don't stack). You can't use it with All-out Attack: Determined, but you could use it with the other All-out Attacks.

You can't target a particular Hit Location with a Wild Swing; if Hit Locations are being used, roll for a random Hit Location. I wouldn't think a Wild Swing should be compatible with Deceptive Attack but it's probably reasonable to allow it with Telegraphic Attack (but I haven't seen a ruling on either.)

Elbow Strikes

An elbow strike is a technique that defaults to Brawling -2 or Karate -2 to attack someone behind you. There's no further penalty for their being behind you – that's built into the -2. You can even target a Hit Location, but doing so incurs a further -1 penalty beyond the Hit Location penalty. If you hit, it does normal punching damage.

I told you Brawling had benefits we hadn't mentioned – it even has a couple more tricks to go.

Elbow Strike can't be improved beyond the prerequisite skill.

The rules as written disallow an unskilled fighter from even attempting an Elbow Strike, but Kromm has noted that optionally one could rule that an unskilled fighter defaults to DX-4 to attempt select techniques allowed by Brawling.

Grappling

Just as there are three unarmed striking skills, Brawling (Easy), Boxing (Average), and Karate (Hard), there are three unarmed grappling skills: Wrestling (Average); Sumo Wrestling (Average); Judo (Hard). And just like you can use any of the stiking skills or plain Dexterity to punch, you can use any of the grappling skills or plain Dexterity to grapple.

Grappling means seizing some part an opponent's body with one or both of your hands. You can target their head, neck, or torso, or an arm, leg, hand, or foot. You must be in Close Combat (maybe because you just took a step to get there). For any part besides the torso, you're at a penalty that's half the magnitude of the penalty to attack that hit location, rounded up (basing the head's penalty on -5, the lesser of the face/skull penalties.) Grappling is an attack, and you can take an Attack, any All-out Attack, or a Move and Attack (with all its usual penalties) maneuver to attempt it. Obviously, you need one or both hands free to do it, but since dropping something is a free action, that can be arranged at short notice if need be.

Location Hit Grapple
Torso +0 +0
Head -5 -3
Neck -5 -3
Arm/Leg -2 -1
Hand/Foot -4 -2

The defender rolls for Active Defense normally. If they successfully use a weapon to parry a grapple attempt, they automatically roll an attack with that weapon with your arm (or one of them if you'd been using both) as the hit location, but if the grapple attempt was using Judo, their attack roll is at -4 (i.e., Judo works like Karate does in the unarmed striking case). But if you hit, you have grappled them. If they retreat as part of their defense but the defense fails, the retreat's movement doesn't occur: you grappled them before they could do it.

If your opponent is lying, kneeling, or sitting, you must be kneeling or lying to attempt to grapple them. The rules don't state other restrictions on the combatants' postures; as necessary, the GM would sanity-check any cases of someone lying prone who wanted to grapple a standing person's neck.

Grappling can be mutual, but it isn't automatically – if you've grappled someone, they can attempt to grapple you, too, on their turn.

Grappling doesn't penalize the grappler's Active Defenses, but the situation does restrict them. Since you're in Close Combat, you can't Block. You can Parry with a free arm if you're not grappling with both hands. You can Dodge, but you can't Retreat.

You may release a grapple at any time, e.g., because you want to Retreat after all. Or you can release your grip with one hand if you'd been grappling with both. On your turn, you may add a hand to an existing one-handed grapple as a free action; your opponent doesn't get to resist this.

While the attempt to grapple itself is a DX-based skill roll like other attacks and the defender makes a regular Active Defense, many of the attacks that grappling enable are ST-based contests. But even there, skill can still play a role: Wrestling at DX+1 or higher gives a bonus in most of these contests and Sumo Wrestling at DX+1 or higher gives a bonus for some.

Some grappling rules refer to rolling Regular Contests but in this context, they mean a single round of a Regular Contest, which could end in a tie, not repeated rounds until there's a winner and a loser. This makes them similar to normal combat in that the attacker must succeed and the defender must fail, but criticals aren't relevant and the defender's roll in these contests won't use an Active Defense – the defender will roll against an attribute (or, rarely, a skill).

Given this prevalence of Strength contests, grappling's a realm where the the 1/2 Strength penalty for any Strength-based rolls from being Very Tired when your FP are less than 1/3 your maxFP could be a big deal.

A grappler being unable to retreat is spelled out on Martial Arts p. 122.

All of the Basic Set, DFRPG, and Martial Arts stress that you can release a grapple as a free action on your turn (emphasis in the originals), seeming to indicate that it's an option during your Active Phase but not the Reactive Phase. In other places, DFRPG and Martial Arts both say that if you're grappling, you must release your grip to retreat. Apparently, the latter is correct and one can release a grip at any time.

Movement

If you're grappled or being grappled, you can't move unless your Strength is twice or more your opponent's. If it is, your opponent's weight becomes encumbrance for you if you move. (We'll see guidelines later for determining a character's weight.) The rules don't go into detail, but I assume this means that if you move during the Active Phase of your turn, you would not only be subject to the Move penalty during your Active Phase, but continue to suffer the encumbrance penalties to Dodge, Judo, or Karate during the Reactive Phase.

Being Grappled

If someone's grappled, they're at -4 to Dexterity, -2 to Parry, and -1 to Dodge. It's as if Parry were being calculated from skills based on Dexterity at -4 and Dodge were based on a Basic Speed based on Dexterity at -4, i.e., this is the exceptional case of a Dexterity penalty affecting Active Defenses that you've been on tenterhooks about since I mentioned it. (They're in Close Combat, so they can't Block at all.)

And a grappled person's options are dramatically circumscribed. They can't use the part that's grappled. If you've grappled a leg, they can't kick with it; if you've grappled an arm or hand, they can't attack or parry with that arm. They can't attempt ranged attacks. They can't take Aim, Feint, Concentrate, or Wait maneuvers. Move, Move and Attack or taking a step is subject to the double-or-more Strength requirement noted above. They can't Retreat at all, even if they do have double-or-more Strength.

Subject to the requirements that they can't attack with a grappled limb, they can use an Attack or All-Out Attack maneuver to attempt any attack available. Since they're in Close Combat, they can only make Reach C attacks. As noted in the Close Combat section, a Ready maneuver requires a Dexterity roll.

The Basic Set and Discworld don't say that the DX penalty affects a grappled person's Active Defenses in general; Martial Arts and DFRPG do. "That rule on Martial Arts page 121 isn't optional. It's a clarification and amplification of an existing rule, not optional extra detail."

Martial Arts p. 121 makes explicit that a grappled person can't retreat.

B370 says that when you're grappled, you're at Dexterity -4 "only when using that body part"; Martial Arts p. 119 says "attacks are at -4 when grappled". I'm concluding that it's appropriate to say you're at Dexterity -4 if any part is grappled.

  • Breaking Free

    On their turn, with any maneuver that includes an attack they can attempt to break free. This is a Quick Contest of Strength. In attempts to Break Free from a grappler, if that grappler is using both hands, the grappler gets +5 to their strength roll. This remains true even if you and they are mutually grappling and the person attempting to break free is also using both hands to grapple the grappler. If the person attempting to Break Free wins the contest, they have the option to move 1 yard away from the grappler (releasing their own grapple if it had been mutual, naturally); on a tie or loss, they're still grappled.

    If you have Sumo Wrestling or Wrestling at DX+1, you get +1 to break free or resist someone else breaking free; if you have either at DX+2 or higher, you get +2.

    The rules are less than clear that the bonus from Sumo Wrestling and Wrestling applies when resisting another's attempts to break free; Kromm clarifies.

  • Flexible advantages

    The Flexibility advantage grants +3 to all Climbing Rolls, to Escape rolls involving getting free of being tied up or otherwise getting out of restraints, and on any attempts to Break Free when grappled. Flexibility at level 2 is called Double-Jointed and gives you +5.

Attacks that Grappling Permits

While you're grappling, you can't take Aim, Feint, Concentrate, or Wait maneuvers, or use ranged weapons. You can take Move or Move and Attack per the limitations mentioned above regarding your opponent's weight counting as encumbrance. But if you're grappling someone, there are other options for what you can do with an attack.

  • Takedown

    You can attempt a takedown to force your opponent into a lying posture by rolling a Quick Contest of the best of your Strength, Dexterity, or grappling skill against the best of their Strength, Dexterity, or grappling skill. Their -4 penalty to Dexterity for being grappled does not apply, but if what you're grappling is a leg or a foot, you get +3. If you're not standing, your roll gets the same posture penalty an attack would – -4 if you're lying or crawling or -2 for anything else. If you win, you take them down – they're now lying and you're still grappling them. If you weren't already lying, you have the option of going down with them and end up lying also, but you may maintain your current posture if you like. If they had been grappling you, too, they lose their grip. If you lose, you lose your grip and fall – now, you're lying.

    If you're mutually grappling with someone and lose a takedown attempt and fall, the rules don't specify what happens with their grapple of you: perhaps they should have the choice of releasing it or continuing it and either remaining standing or going down to lying with you.

    If you have Wrestling at DX+1, you get +1 to attempt or resist takedown; if you have it at DX+2 or higher, you get +2.

    Here is the ruling that the -4 to Dexterity for being grappled does not apply to a takedown contest. When you takedown, you have your choice of maintaining your posture or ending up lying. The rules specify that your opponent must be standing for you to attempt a Takedown; this ruling indicates that you can try it with your opponent in any posture other than lying (if they were already lying, it would be redundant, of course).

  • Pin

    If you've grappled their torso and they're lying (maybe because of a takedown during your previous Active Phase), you can attempt to pin them. Roll one round of a Regular Contest of Strength. If one combatant has more hands free than the other, that person is at +3. If you win, they're pinned and immobile. You can even maintain the pin one-handed and do something else with your other hand. If you don't win the contest, nothing happens; you're still grappling them. (The Basic Set says they must be 'on the ground'; in context, this means their posture is lying.)

    Once they're pinned, they can still attempt to break free, but the pinner's Strength roll is at +10 if they're using both hands to pin with, or +5 if they're using just one hand. If they lose or tie in the break-free attempt, they remain pinned and can't try again for another 9 seconds – the attempt can only be made once every 10.

    While you're maintaining a pin, you can use ranged weapons or take Aim, Feint, Concentrate, or Wait maneuvers.

    If you have Wrestling at DX+1, you get +1 to attempt or resist pinning; if you have it at DX+2 or higher, you get +2.

  • Strangle / Choke

    If you're grappling their neck two-handed, you can attempt to strangle them. This is a Quick Contest of your Strength vs. the higher of their Strength or Health. If you win, they take crushing damage equal to the margin of victory – and since it's the neck, crushing is at Wounding Modifier x1.5. Starting on their next turn, and lasting as long as they're being choked, they lose 1 FP per turn. On a loss or tie, nothing happens; you're still grappling them.

    If you have Wrestling at DX+1, you get +1 to attempt or resist strangling; if you have it at DX+2 or higher, you get +2.

    This is distinct from a choke hold, a technique for Judo or Wrestling that begins with grappling from behind, but we won't cover that.

  • Arm Lock

    If you have already grappled someone's torso, arm, or hand, if you have Wrestling or Judo, you can attempt to put them in an Arm Lock. Your initial grapple could have been one-handed or two-handed. Either way, the Arm Lock attempt requires you to have two empty hands.

    Make an attack roll against Wrestling or Judo; there isn't a hit location penalty. They defend normally (because they're grappled, they're at -1 to Dodge; they're at -2 to Parry). If you succeed and their defense fails, their arm is trapped.

    They're now at -4 to all Active Defenses instead of the usual penalty for being grappled. (The rules are explicit that they're at -4 to defend against attacks by their Arm Locker, but not explicit that it would apply to other attackers. I'm assuming it does.) Otherwise, the same restrictions surrounding grappling and being grappled apply. They're unable to attack with that arm, and at -4 to any attacks or other Dexterity-based rolls.

    They can attempt to Break Free on their turn. You're at +5 in the contest in addition to the normal +4 for using both hands for a whopping +9. If they lose, they get a -1 penalty to any subsequent Break Free attempt, cumulative: -1 on their next attempt, -2 on the one after that, etc. Wrestling and Sumo Wrestling bonuses apply normally for either participant in the Break Free contest.

    On your subsequent turn (and for as long as you maintain the arm lock), you can attempt to inflict damage by making a Quick Contest of the highest of your Strength, Judo, or Wrestling against the higher of your opponent's Strength or Health. If you have Wrestling at DX+1, you get +1 in the contest; at DX+2, you get +2. If you win, the Basic Damage is equal to your Margin of Victory. If you lose, there's no effect and you maintain the arm lock.

    The attempt to inflict damage is "passive" and doesn't count as an attack. On your turn, you can do it as well as do whatever else your selected maneuver allows – attack with an Attack maneuver, take an All-Out Defense, etc.

    If you cripple the arm (and recall that this takes only a 4 HP injury for someone whose maxHP is 9-11, 5 HP if it's 12-14, or 6 HP if it's 15-18), you can't inflict further damage. However, you can continue to inflict pain that causes Shock and further attacks that would be crippling if the arm weren't already crippled would prompt Knockdown rolls.

    An arm lock can also begin with a successful parry, without an initial grapple required. If you have two free hands and have just successfully parried an attacker using Wrestling or Judo, then on your next turn, you can attempt an arm lock, provided they're still within 1 yard. You must step into Close Combat (if you weren't already there), and make an attack roll as above.

    Arm Lock is also a technique. It defaults to Judo or Wrestling and can be improved to +4.

    With the +9 in your contests to resist your opponent Breaking Free and the likelihood of being able to cripple an arm, a two-handed Arm Lock is a fearsome move.

    Kromm states clearly that the arm lock can be attempted if you've grappled the arm or torso. I'm guessing that it's also possible beginning with a grappled hand, but not head, foot, or leg.

  • Disarm

    If you're grappling an arm or hand, you can attempt to force your opponent to drop a weapon held in that hand by winning a Quick Contest of Strength. Unlike the pin and strangle cases, the rules don't specify that there's a bonus or penalty involved if one combatant is using both hands and the other is using only one hand. The weapon is dropped – this isn't seizing their weapon and taking it away from them. We'll get to that later.

  • Other attacks

    The Basic Set also has rules for Choke Hold, Neck Snap, and Wrench Limb; Martial Arts has many more. Martial Arts also includes rules for attempting one-handed versions of strangling, holds, and locks that the Basic Set describes as being two-handed.

Posture Power: Resisting takedowns/pins

The proscribed maneuvers for someone who's grappled do not include Change Posture – by the rules, a grappled person's ability to change posture via the maneuver or instead of a step isn't limited. This means that if you succeed in a takedown, your opponent can stalemate an attempt to pin them by choosing a Change Posture maneuver and switching from lying to kneeling. This makes pinning someone unlikely unless they've suffered Knockdown, thus are starting out lying, and are stunned, thus forced to Do Nothing and unable to Change Posture.

GURPS Martial Arts: Technical Grappling offers a replacement for GURPS' regular grappling rules; in it, posture changes when grappling or being grappled are contested.

This difficulty in achieving a pin is confirmed here.

All-out Grappling

For the grappling options involving a contest of Strength, you can choose All-out Attack: Strong and apply its damage bonus (+2 or +1/die) to your roll. For those involving a contest of skill, you can choose All-out Attack: Determined and apply its +4 bonus to your roll. You couldn't apply Determined's +4 bonus to a Strength contest.

If you're grappled and you take an All-out Attack maneuver during your Active Phase, any takedown or pin attempts against you during your Reactive Phase succeed automatically. You could still roll your part of the Quick Contest to resist strangling.

All-Out Attack: Strong boosting Strength contests is from Martial Arts p. 114.

Grabbing a Weapon

Grabbing a Weapon is much like a special case of grappling a hand. You make a grappling attempt using a grappling skill or Dexterity, with a -4 penalty (i.e., the normal penalty for targeting a hand, thus twice the penalty to grapple a hand.) On success, you've grabbed the weapon – but your opponent still has their grip on it. While the weapon is grabbed, your opponent can't attack or parry with it, but their Active Defenses are not otherwise affected.

During their Active Phase, your opponent can simply relinquish the weapon to you as a free action. Otherwise, they can try to break free, as with grappling. If they win, they've broken free (and may immediately take a step). If they lose, you still have the weapon grabbed, but so do they.

On your next turn, you can try to wrest the weapon away with an Attack or All-out Attack: Strong maneuver (the rules are explicit that the attempt requires a full-turn maneuver and thus couldn't be one part of an All-out Attack: Double). You and your opponent roll one round of a Regular Contest of Strength. If you win, you have the weapon, otherwise, the stalemate continues. Unlike with an attempt to break free, the rules don't mention getting a bonus for using two hands.

As with Breaking Free from a body part being grappled, if you have Sumo Wrestling or Wrestling at DX+1, you get +1 to break free or to resist someone's attempt to break free; if you have either at DX+2 or higher, you get +2. I assume these bonuses also apply to attempts to wrest the weapon away or to resist attempts to wrest the weapon away, but the rules aren't explicit.

The rules don't state that you can attempt to Break Free when someone has grabbed your weapon; I'm assuming it's one of the things from the grappling rules that should apply.

Knee Strike

Knee Strike is a Technique – it's a Reach C attack that defaults to Brawling -1 or Karate -1 (and can be improved, but only to +0). If you're grappling from the front, you may attempt to target your opponent's groin without the usual -3 Hit Location penalty.

The Basic Set, Discworld, and Martial Arts specify that if you attempt a Knee Strike on someone you're grappling, they're at -2 to defend (DFRPG doesn't include it). I think this is an incomplete statement of the usual -2 to Parry and -1 to Dodge penalties for being grappled and probably shouldn't stack with them, but I've been unable to find an explicit ruling.

As with Elbow Strike, Kromm has suggested that one might allow an unskilled fighter to attempt this at DX-5, (i.e., the regular -1 Knee Strike penalty on top of DX-4.)

Another Way to End a Grapple

If you're grappling and fall unconscious, the grapple is released, of course. So when you're grappled, simply attacking the grappler can be an effective choice, so long as you have a viable Close Combat attack available.

If two people were struggling over a grabbed weapon and one falls unconscious, the other gets the weapon.

If you're grappling or being grappled and you're stunned, you don't let go but are at -4 in any grappling contests.

Wait for it, Wait for it

At the start of your turn, you can put off taking action by declaring a Wait maneuver. You say what you're waiting for and what action you would take, specifically including what maneuver you intend, which could be an Attack, any All-Out Attack, a Feint, or a Ready. For anything other than Ready, you must also specify what weapon (or natural weapon) you want to use.

For instance, you could say "I'm going to remain here next to the doorway and Wait to see if anyone hostile comes through, and if they do, I'm going to take an All-Out Attack: Determined to hit them with my baton" (which implicitly says you'll be using Shortsword). If your defined trigger occurs, it's suddenly your Active Phase, even if you're interrupting someone else's. After your Active Phase, play resumes from where it had been interrupted. Earlier I said there's only one Active Phase at a time. Well, there's only one active Active Phase at a time. With Wait, your Active Phase could be bracketed by someone else's.

While this may cause one turn to occur out of place, it does no lasting harm to the Turn Sequence, which marches on without change, even though other Wait maneuvers may bend it a little.

You may not move with your Wait maneuver, but if your trigger occurs, you get whatever movement is normally associated with your declared maneuver. If you have to make an Active Defense while you're waiting, you can, normally, but if you had said you were Waiting to take an All-out Attack and your trigger does occur, the All-out Attack gets downgraded to a plain Attack. If it cycles all the way around the Turn Sequence back to your turn and your trigger never happened, well, you spent your whole turn waiting for something that never happened. That turn is simply lost. But hey, at least it's your turn again now.

So you begin your turn in a Reactive Phase, but it's distinct from the Reactive Phase at the end of your previous turn. For instance, you might not have been able to defend during your previous turn due to a previous All-out Attack, but you could now. If your trigger occurs, you have an Active Phase followed by a Reactive Phase like normal; if not, you spend the whole turn in Reactive Phase.

You can't change anything about your trigger after the fact, and (other than the enforced change of an All-out Attack to an Attack if you attempt an Active Defense) you cannot change the Maneuver or skill you specified. But you don't have to choose other attack options in advance, and can specify them after your trigger occurs. So you could decide only after someone walked through the door that it would be a telegraphic attack targeting their head.

Wait is a crucial element in GURPS combat tactics, which is why it's our final major combat topic.

Simply getting in an attack earlier than your opponent is a huge advantage, but another huge advantage of a higher Basic Speed is being able to declare a Wait maneuver. If you have a reach 1 weapon, and all your potential opponents are 2 or more yards away, you can Wait and say you'll attack any opponent who comes into reach. Unless one of them has a ranged or Reach 2 weapon, they'll have to get within a yard of you to attack, at which point your maneuver is triggered. This means they cannot attack you without you getting to attack them first. If you hit, then possibly they suffer Knockdown and lose their attack. If not, if you injured them and they're suffering from Shock and attack at a penalty (unless they have High Pain Threshold).

Or if you were unarmed and your opponent had a weapon with Reach 1, you could specify that you would Wait until they're within 1 yard of you, then Attack, and you could then use your Step to enter Close Combat with them and grapple.

Attack Options and Feint revisited

"A combat option… defines a specific way of using a maneuver". The various things you can do when you have someone grappled? A takedown, a pin, strangling, disarming, an arm lock, a choke hold? They're all attack options. Breaking Free, the thing you can try when you're being grappled? An attack option. Some attack options are the what of your attack – any given attack has exactly one of them. These are the options from which you can choose two with an All-out Attack: Double. Some of these correspond to techniques – each such option is some particular application of a combat skill, and a technique just refers to some specific application of a skill that can be improved independently of improving the underlying skill. (The definition of some techniques dictate the use of a particular maneuver or other combat options, so we can't just say that every technique is a combat option.)

Some Attack Options further specify your attack, like Hit Locations. And some are modifiers informing how you make your attack, like Deceptive Attack, or Telegraphic Attack.

I wish there were a distinct name for at least those options that are the mutually exclusive whats as opposed to the others, but I'm not going to invent more terminology.

Though Feint is formally defined as a maneuver, it's productive to think of it a melee attack option: it replaces one attack. You can use it as the first or second attack of an All-out Attack: Double – if it's the first, the result of the Feint applies to the second attack. If it's the second attack, it applies to your attack (or attacks) against that opponent on your next turn.

You can't, though, apply the results of one Feint to a subsequent Feint, or stack the results from multiple Feints. If you ever did make more than one Feint in a row, only the most recent would matter. An attack can be modified by exactly one Feint which has to have been either earlier during the same maneuver or the last thing in the previous maneuver. The Feint itself can't be modified by Telegraphic Attack or Deceptive Attack, but the subsequent attack or attacks could. In the Deceptive Attack case the penalty to your opponent's defense from the Feint would stack with the penalty from the Deceptive Attack.

Just as you could take the +4 from an All-out Attack: Determined on grappling contests of Dexterity or Dexterity-based skills, you could Feint with an All-out Attack: Determined and take the +4 on the Quick Contest for the Feint.

Martial Arts provides an All-out Attack: Feint maneuver which works pretty much exactly like I described Feint considered as a Melee Attack Option interacting with All-out Attack: Double above.

"A feint is really just a combat option. It quite literally replaces an attack." This is not any original insight on my part.

Out-maneuvered

We've now discussed all the maneuvers from the Basic Set and that's all we're going to cover. GURPS Martial Arts offers several more – All-out Attack (Long), Committed Attack, and Defensive Attack, and GURPS Psionic Powers two more – All-Out Concentrate and All-out Defense: Mental. We won't be covering these.

Maneuver Table

Maneuver Movement Attack Defense
Aim Step none any, but aim is spoiled
All-out Attack: Determined (melee) 1/2 BM (forward) at +4 none
All-out Attack: Determined (ranged) 1/2 BM (forward) at +1 none
All-out Attack: Double (melee) 1/2 BM (forward) twice none
All-out Attack: Strong (melee) 1/2 BM (forward) with +2 or +1/die to Basic Damage none
Attack Step does what it says on the tin any
All-out Defense: Increased Block Step none any, +2 to Block
All-out Defense: Increased Dodge 1/2 BM none any, +2 to Dodge
All-out Defense: Increased Parry Step none any, +2 to Parry
All-out Defense: Double Step none any, allows 2nd defense
Change Posture none none any
Concentrate Step none any, roll vs. Will at -3
Do Nothing none none any
Evaluate step none any
Feint step none any
Move BM none any
Move and Attack (ranged) BM at worse of -2 or -Bulk Dodge or Block
Move and Attack (melee) BM at -4, not higher than 9 Dodge or Block
Ready Step none any
Wait none none any

As noted above, the Wait maneuver doesn't offer movement or any attacks itself, though the defined maneuver to be taken if and when the Wait's trigger occurs might offer movement or an attack.

Actually, technically

All-out Attack is the maneuver; Determined, Double, or Strong are associated options. Likewise All-out Defense with Increased Block, Increased Dodge, Increased Parry, and Double. And Move and Attack is one maneuver with some different rules for the ranged and melee cases.

L'enfer, c'est les autres

Some of the people in your life count as advantages and others count as disadvantages. But I'm here to talk about GURPS.

The major advantages and disadvantages for relationships are:

  • Ally: someone who can and will accompany you on a mission
  • Contact: someone you can call on for info or small favors
  • Dependent: someone you're obliged to take care of
  • Enemy: an individual or organization who has it in for you
  • Patron: an individual or organization you can call on for help

Allies and Contacts can also represent groups or organizations, in which case they're called Ally Group or Contact Group.

Power and Frequency of Appearance

All of the above are associated with a measure of the utility of that individual or organization and their Frequency of Appearance – how often they'll help or hinder you.

If the Patron's an organization, Power is a measure of the organization's reach and resources; for an Ally or Patron who's statted out in full like a PC, it corresponds to the Character Points they're built with. For Dependents, it's called Competence – the more Competent they are, the less they need you.

At the start of an adventure, the GM rolls based on Frequency of Appearance to see if a given Ally, Dependent, Enemy, or Patron will play a role in that adventure. If the roll succeeds, the Ally is available, the Dependent needs something, or the Enemy will do something nasty. For a Patron, success may mean that they'll be involved from the start, or it may pre-determine the result if you call on them for help during the adventure.

You're not the boss of them, unless you are.

Allies and Contacts are usually agreeable, but they have their own fictitious lives. They may disagree with you; they may not be available. You can't simply dictate their behavior.

But if your character does control an organization, your subordinates would be represented by an Ally Group.

Enemy

Besides Power and Frequency of Appearance, an Enemy is defined by Intent. A rival who wants to dig up dirt hoping to make you look bad is different from someone who wants you dead. Remember the general principle cited above regarding disadvantages: if it's on your sheet, that's a declaration that they're supposed to complicate your life.

Patron

A Patron's an advantage, but a powerful Patron will often be accompanied by a significant Duty disadvantage, or you might end up sharing your Patron's Enemies.

Contacts

A contact is someone friendly to you whom you can ask for information or small favors, but you couldn't expect them to accompany you on a dangerous mission like an Ally.

A contact normally isn't statted in full. They may simply have one Essential Skill value defined – we don't care what exact advantages or attribute scores or skill levels might go into the Essential Skill, the result is all we need. A more versatile contact may have several Essential Skills defined.

In addition to these defined skills and Frequency of Appearance, Contacts have Reliability that determines how honest they'll be in case of failure, and other details of how they'll respond.

Contacts' Frequencies of Appearance are rolled for when you try to call on them for help to see if they're available.

Dependents

GURPS pulls no punches: having kids is a Disadvantage. So is any other kind of Dependent. Besides Competence and Frequency of Appearance, Dependents have Importance – your degree of obligation to them. The same individual could be both Dependent and Ally; depending on how competent they are, the relationship might cross over into being a net advantage.

Dis-appearance

If the party is isolated, it may make no sense for an NPC to appear, regardless of the results of the roll.

GURPS Dungeon Fantasy 15: Henchmen suggests an alternative to Frequency of Appearance for Allies, in which it represents loyalty, instead. They're always available, but for any given thing you ask of them, the GM rolls for how willing they are to do it.

Money and Status

Tech Level

GURPS has a nominal default setting: chapter 20 of the Basic Set vol. 2: Campaigns is Infinite Worlds, describing competing time-travelling parallel-universe-jumping factions (expanded to book length in GURPS Infinite Worlds). One of GURPS' strengths for such a setting is the pervasive fundamental concept of Tech Level (TL). Characters have a personal Tech Level, typically that of their culture of origin. Without universe-jumping or time travel, in a setting in which the characters and everyone they encounter have the same Tech Level, you chiefly won't be thinking about it, but it still comes up in a couple of places, one of which is spending power, as we'll see shortly.

TL Age Start
0 Stone prehistory
1 Bronze 3500 BCE
2 Iron 1200 BCE
3 Medieval 600 CE
4 Sail 1450 CE
5 Industrial 1730 CE
6 Mechanized 1880 CE
7 Nuclear 1940 CE
8 Digital 1980 CE
9 Microtech 2025 CE?

There are further levels defined for futuristic play. In our modern world, we're at TL 8, but we're at the exciting cusp of a new age. GURPS Low-Tech details TL 0-4 ; High-Tech covers TL 5-8 ; Ultra-Tech covers tech levels beyond that.

We introduce Tech Level now to discuss its role in the meaning of wealth. It has more interesting ramifications that we won't go into now.

I'd buy that for a dollar

One detail of GURPS that may seem peculiar at first is that it uses a standard unit of money that's called a dollar that at least roughly corresponds to the buying power of one US dollar in 2004 when the 4th Edition was published, and it uses it for all settings and times. It remains a constant – when current GURPS publications say $1, they mean the same unit that the Basic Set did in 2004. It's an abstraction that represents different things in different campaigns. GURPS Discworld defines a correspondence of one Ankh-Morporkian dollar = 20 GURPS dollars. For a game set in the US in 2018, a GM might say that one GURPS dollar = USD $1.33.

Wealth

Wealth is an advantage/disadvantage with levels. The default Wealth of Average is the one that facilitates maintaining (wait for it) an average lifestyle in your culture, whatever that may be. In particular, these are the default incomes and amounts of Starting Wealth for someone with Wealth 0 at different Tech Levels.

      Monthly Starting
TL Age Start Income Wealth
0 Stone prehistory $625 $250
1 Bronze 3500 BCE $650 $500
2 Iron 1200 BCE $675 $750
3 Medieval 600 CE $700 $1000
4 Sail 1450 CE $800 $2000
5 Industrial 1730 CE $1100 $5000
6 Mechanized 1880 CE $1600 $10000
7 Nuclear 1940 CE $2100 $15000
8 Digital 1980 CE $2600 $20000
9 Microtech 2025 CE? $3600 $30000

The other Wealth advantages and disadvantages are defined relative to this. The Comfortable and Wealthy advantages mean you have twice or five times the income and starting wealth of an Average person, respectively; Struggling or Poor mean you have 1/2 or 1/5, respectively. There are more gradations in both directions; consult the rules for details.

Stuff

GURPS equipment lists typically list a cost for the item, as well as the TL at which it's available. A small backpack that can carry 40 lbs. of gear is available starting at TL 1 and costs $60. For an average Bronze Age person, that would represent nearly an eighth of their Starting Wealth; for an average modern TL 8 person, .3%. And, of course, any number of items are going to be just plain better at higher Tech Levels. The price reflects an average item of that sort for its TL.

This abstraction works fairly well, but inevitably it'll produce some strange results for some items in some settings – it's expected that the GM will modify things as needed.

Status

Status is a measure of your place in society. It ranges from -2 to 8, with 0 as the default. +4 would be a substantially reknowned person; +7 would be among the most elevated – a monarch or a pope.

Relative status can provide modifiers to reaction rolls, depending on context. If you're within your culture and your status is higher, the difference between your status and an NPC's is a modifier to a reaction roll by the NPC. If you have +3 Status and they have -1, the roll gets +4. If your status is negative, then those of higher status usually react negatively to you and the difference between your status and theirs is a penalty to any reaction rolls. If your status is at least 0, then lower status doesn't provide a penalty in a friendly context – if you've made an appointment with someone and are meeting them on their terms, you won't have a penalty. In an unfriendly context, the difference between your status and theirs becomes a penalty to the reaction roll (i.e., it's the same result as the normal case for having negative status).

Of course, there are also contexts in which having a higher Status than everyone around you might result in negative reactions.

Elevated status might mean a noble title, but could also mean celebrity in the modern world. You can have high Wealth without high Status or vice versa (details will vary with the setting) but maintaining your status bears a cost, given below up to Status 4.

Status Monthly Cost of Living
-2 $100
-1 $300
0 $600
1 $1200
2 $3000
3 $12000
4 $60000

It's not a sure thing that either party is aware of the other's status, of course; they're responding to their perception. If you're not maintaining your Status, people might react to you as if your Status is lower than it is. Or if you're spending consistent with a higher Status than your own, you might pass for higher status some of the time (though the GM might call for a relevant Savoir-Faire roll).

Rank

Having formal power vested in you by an organization or authority is represented by rank, which might take many forms – Military, Religious, Police, Administrative, and more. The Rank advantage comes in levels, from 0 on up. Typically, the Rank advantage is accompanied by a Duty disadvantage representing the obligations accompanying the Rank. Eric B. Smith provides a useful correspondence between modern US military ranks and GURPS ranks.

Derived Status

Details will vary per setting for different kinds of hierarchy, but typically having high Rank automatically bestows some Status.

Rank Status bonus
2-4 +1
5-7 +2
8 +3

You might even get multiple status bonuses from different kinds of Rank.

Status derived from Rank doesn't cost anything to maintain… other than the corresponding Duty.

In many settings, Wealth may directly imply Status, in which case Wealthy (5 x Average) grants a status of +1, Multimillionare 1 (1000 x Average) grants +2, and Multimillionaire 2 (10,000 x Average) or higher grants +3. This Status does require the same maintenance cost that having the same Status directly would.

Alternate Wealth

If tracking exact bank balances for characters seems tedious, see "Alternate Wealth" in Pyramid 44: Alternate GURPS II.

Other social advantages and disadvantages

Status has implications reaching through your culture; fame or infamy that might affect reactions among particular groups is reflected by a Reputation advantage or disadvantage. You might even have a positive reputation with some and a negative reputation with others for the same thing. Robin Hood would have a positive reputation among the poor and a negative reputation among the rich. A given reputation might vary from a small modifier that applies to a small group, or a large modifier to multiple large groups.

The Social Regard / Social Stigma advantage/disadvantage pair provides reaction modifiers based on one's membership in a caste or otherwise a group whose social standing is above or below average in the society at large. Depending on the details within the setting, these may also shape what social avenues are available to you or the manner in which people respond to you, not just the degree of positivity or negativity.

Privileges

Privileges is the label for a collection of Advantages related to your job or position in society or among a group, but which aren't directly tied to Rank or Status. However, Privilege advantages may be prerequisites for taking a particular Rank advantage, and the Character Points must be paid for both.

They may grant authority, like Clerical Investment or Legal Enforcement Powers, or represent access like Security Clearance. They may be diplomatic status, like Legal Immunity. The Tenure advantage represents a sinecure for which you have a guaranteed income but which position can't be lost, short of gross malfeasance.

Claim to Hospitality represents being part of some organization that allows you to request room and board while travelling. You may be able to call on your hosts for trivial favors, but for anything more substantial, there should be an accompanying Contact Group or Ally Group advantage defined.

(Social Regard is also labelled a Privilege, though I included it above alongside Social Stigma among the Status advantages and disadvantages above.)

Culture and Language

Language

Characters are assumed to be fluent in their native language. Knowing additional languages is an Advantage. Levels of fluency are: Broken, Accented, and Native. Having Native fluency in your native language costs no Character Points; it's possible to have the Disadvantage of having Broken or Accented fluency in it. Someone could even have fluency None if they're incapable of language.

Having Accented spoken language incurs a small penalty to some rolls involving spoken language and means that you won't be able to fool a native speaker into mistaking you for a native speaker. Broken language incurs more substantial penalties, as well as requiring a successful IQ roll to be able to effectively communicate at all in stressful time-sensitive contexts like combat.

You're also assumed to be able to read and write your native language, if that's the norm in your society. Levels of Literacy are Illiteracy, Semi-literacy, Literacy. The more literate you are in a second language, the more costly the Advantage, and the less literate you might be in your native language, the more Character Points that Disadvantage is worth. If you're Semi-literate, you'll need to make an IQ roll when you read something to see how well you understood it.

See Gurps Lite p. 7 or B23-25 for more information on Language.

Culture

Cultural Familiarity with a given culture is an Advantage. Notably, it doesn't have levels: you have Cultural Familiarity or you don't. Using a skill "with a significant cultural component" has a -3 penalty if you lack the relevant Cultural Familiarity for the context you're in. B23's list of affected skills include Carousing, Connoisseur, Criminology, Dancing, Detect Lies, Diplomacy, Fast-Talk, Games, Gesture, Intimidation, Leadership, Merchant, Poetry, Politics, Psychology, Public Speaking, Savoir-Faire, Sex Appeal, Sociology, Streetwise, and Teaching – you can see that its effect is more pervasive than many other Advantages or Disadvantages that affect social skills.

Note that the skill descriptions for most of those skills don't explicitly mention that Cultural Familiarity penalties may apply and that it's not intended to be an exhaustive list. The GM should apply them when they make sense. Kromm provides examples of relevant contexts.

B23 says "the GM should use broad definitions of culture: East Asian, Muslim, Western, etc. A single nation would have to be very different to merit its own Cultural Familiarity." There isn't an official definition of how to divvy up the modern world's cultures, but Kromm says:

Behind the scenes, we use this one:

  • Latin American (Mexico and parts south)
  • Anglo (the U.K. and its English-speaking former colonies, including the U.S.A.)
  • Western European ( "the Continent")
  • Eastern European (the former Soviet Bloc)
  • North African (from the Mediterranean coast south to the Sahel)
  • Sub-Saharan (specifically as contrasted with North African)
  • West Asian (from the Mediterranean east to Iran)
  • Central Asian (Kazakhstan, Uzbekistan, Turkmenistan, Afghanistan, and so on)
  • South Asian (dominated by India)
  • East Asian (China, Japan, Korea, etc.)

Of those, I'd say you could afford to break up Latin American and South Asian further, and Sub-Saharan a lot further, if the campaign requires it.

Here's an unofficial map of that unofficial definition.

Characters are assumed to have Cultural Familiarity with their culture of origin for free. Cultural Familiarity with an additional culture is an Advantage and costs just 1 Character Point each.

Tourists

Naturally, penalties for lack of Cultural Familiarity can stack with penalties for less than Native fluency in the relevant language.

Matters of Size, plus Moving Targets

Size Modifier

There has been an unstated assumption that the characters we've talked about thus far are all average-sized adults, defined generously as ranging from 4'6" to 7' tall. They're all size modifier (SM) 0. There aren't many people bigger than that, but if you do meet one, they're SM +1. That goes up to 9', so you really won't meet any SM +2 humans. People from 3' to 4'6" are SM -1.

This has a few effects. Bigger targets are easier to hit, and smaller ones are harder – in melee, when an attacker and defender have different size modifiers, the difference of the defender's and attacker's SMs is a modifier to the attack roll (for melee or ranged combat). So if a 4' (SM -1) person is attacking a 7'2" (SM +1) person, their attack roll is at +2. If the SM +1 person attacks the SM -1 person, their attack roll is at -2.

In ranged combat, the SM of the defender is a modifier to the attack roll – it's absolute in this case, not relative. Likewise, SM modifies the Vision roll of someone trying to spot you.

If you're attempting to grapple and your SM exceeds your opponent's, your attack gets a bonus equal to the difference. There isn't a modifier for a smaller person grappling a larger person. If you're grappling someone and attempting a takedown and your SM exceeds your opponent's, you get +3 in the contest per point of difference.

The rules as written just say that the defender's SM is applied directly to attack rolls. An addendum in the FAQ suggests using the difference in SMs.

Secrets of the Range table revealed

It's not hard to recreate the Range table if you can remember the sequence 1, 1.5, 2, 3, 5, 7 and that 3 yards is the point at which you first get a penalty. As the penalties increase, the sequence repeats multiplied by ten, then 100, etc. Now we'll reveal the whole Range table with the gaps filled in, arranged to make the progression obvious:

1 -2 10 -4 100 -10 1000 -16
1.5 -1 15 -5 150 -11 1500 -17
2 0 20 -6 200 -12 2000 -18
3 -1 30 -7 300 -13 3000 -19
5 -2 50 -8 500 -14 5000 -20
7 -3 70 -9 700 -15 7000 -21

That progression continues in the other direction – those distances are also the maxes of the Size Modifiers.

.1 -8 1 -2
.15 -7 1.5 -1
.2 -6 2 0
.3 -5 3 1
.5 -4 5 2
.7 -3 7 3

Those are in yards; stated more helpfully (the rules fudge the conversions a little to make for round results in feet and inches):

3.5" -8
5" -7
7" -6
10" -5
1.5' -4
2' -3
3' -2
4'6" -1
6' 0
9' +1

Anyone over 3' but less than or equal to 4'6" is SM -1. Wait, doesn't that mean anyone over 6' is SM +1 ? Well, it would, but the rules explicitly fudge SM 0 to go up to 7' and thus include all but the tallest people… but PK notes "The fact is, SM is just a little bit fuzzy. Technically, a skinny 6'6" guy could be SM 0 while a 5'11" guy built like a refrigerator might be SM +1. So it's perfectly reasonable to go either way, here!"

These also provide a guide for hitting large objects, not just people. Want to prove you could hit the side of a barn at 50 paces? Well, you'd be at -8 for 50 yards but if the barn's 30 yards across, that gives you +7.

Moving Targets

It's tougher to hit a moving target. GURPS accounts for this in ranged combat when your target is on a vehicle (or otherwise moving faster than someone can run.) The technique is very simple – suppose someone is 10 yards away and moving at 40 mph. Convert 40 mph to yards/second by simply taking half the number in mph, i.e., 20 yards/second (it's a pretty close approximation). For the target moving at 20 yards/second just look up the penalty for 20 yards on the Range Table (-6), add the penalty for being 10 yards away (-4) and it's -10. There isn't an attempt to account for differences owing to the direction in which they're moving.

There's never a speed penalty for someone on foot. (This is a simplifying assumption; a very fast real-world sprinter could run at 10 yards/second, otherwise worth a -4 penalty.)

For more information

Because of this relationship, modifiers for Size Modifier and Range are united into one table called the "Size and Speed/Range Table" which you can find on B550. GURPS Lite provides a slightly abridged version.

All about Size Modifiers is an excellent reference. It goes into many details we haven't covered.

Any of GURPS Action 2, GURPS Monster Hunters 2, GURPS After the End 2, or GURPS Gun Fu provide a simplified range table featuring broad range bands.

Things

Quality

Individual objects have Quality. Basic is the name of the default quality. For non-combat Success Rolls involving using equipment, Cheap or damaged equipment incurs a -1 or worse; Good is a +1; Fine is +2.

Melee weapons have different labels for quality from other objects. There is no Basic; Good is the label for the quality that offers no modifier. Cheap is worse; Fine and Very Fine are better. Quality affects how easily they break, which we'll go into later. Additionally, weapons that do cutting or impaling damage get +1 to Basic Damage if they're Fine.

From TL 0 through TL 6, weapons are Good by default. But at TL 7 or higher, thrown weapons, melee weapons, and arrows (or crossbow bolts) are Fine by default. This doesn't apply to other weapons or equipment.

Since this tutorial presumes TL 8 throughout, the damage stats have the +1 cutting and impaling damage bonus built-in. This is not the norm for GURPS stats – even in settings that also presume TL 8 like GURPS Action and GURPS Monster Hunters, the +1 is omitted to leave them consistent with other stats listings and you're expected to add it.

Parrying Heavy Weapons

Analogous to how you can injure yourself by succeeding in an unarmed Parry against a weapon, you risk damaging your weapon if you successfully Parry a much heavier weapon.

There's a 2 in 6 chance of your weapon breaking if it parries a weapon three times or more its weight, with this straightforward progression:

Weight Chance
3x 2
4x 3
5x 4
6x 5
7x 6
8x 7

This chance is modified by Weapon quality:

Quality Modifier
Cheap +2
Good +0
Fine -1
Very Fine -2

If the odds end up being 6 out of 6, your weapon definitely breaks, but at least the Parry was successful. If the odds were 7 out of 6 or worse, the weapon couldn't offer enough resistance – it breaks and you take the blow.

Parrying a strong unarmed strikes can also potentially break a weapons. An unarmed strike is equivalent to a weapon whose weight is 1/10 the attacker's Strength (you don't round.) This could occur in a mundane game with the most lightweight weapons – with Strength 15, you'd have a chance of breaking a small knife (.5 lbs.) and even with Strength 8 you'd stand a chance of breaking a stiletto (.25 lbs.)

In review

For the weapon weights where it's liable to matter, this chart shows the weapon weights (or unarmed attack Strengths, where those are in human range) at which you have a chance of breaking your weapon.

Table 26: Chance of breaking when parrying a heavier weapon or unarmed strike
Wt. 3x/2 in 6 4x/3 in 6 5x/4 in 6 6x/5 in 6 7x/6 in 6
.25 .75 / ST 8 1 / ST 10 1.25 / ST 13 1.5 / ST 15 1.75 / ST 18
.5 1.5 / ST 15 2 / ST 20 2.5 3 3.5
1 3 4 5 6 7
2 6 8 10 12  
3 9 12      
4 12        

tl; dr

  • Don't plan on doing much parrying with a stiletto or small knife
  • Think before using a weapon to parry a weapon that's heavier than it is

Traits

A while back I noted that NPCs and PCs have close mechanical equivalency – both have attributes, skills, HP…

In GURPS, things have traits, too. Some have more traits than others, but in general they have HP and Damage Resistance and Health and a Size Modifier. If someone wants to smash a thing, they make an attack roll; if the SM is more than 0, the SM is a bonus to the attack roll. Outside of combat, there's usually no attack roll necessary to hit a large stationary object. In combat, there isn't a bonus to hit a stationary item per se, but since inanimate objects don't get a defense there's no reason not to use the Telegraphic Attack combat option for +4 to hit. Maybe depending on whether other opponents are in a position to attack you, you'd choose for your maneuver either All-Out Attack: Determined for another +4 to hit or All-out Attack: Strong for +2 or +1/die of damage if you do hit.

Metal Melee Weapons will probably have a DR of 6 or more; non-metal melee weapons a DR of 4; ordinary items of wood or thin metal that aren't ruggedized a DR of 2.

Like people, objects' default Health is 10. Things can also have advantages; for instance, most solid objects have Injury Tolerance: Homogenous, which gives +2 to Health. Swords are homogenous; an axe or anything attached to a separate handle would not be. Health is further modified by an object's quality.

B483 says "Cheap, temperamental, or poorly maintained items get -1 to -3 to HT; well-made or rugged ones get +1 or +2." Kromm says "Weapon Quality affects HT which in turn affects rolls for disability or destruction – see pp. B483-484. Fine gives +1 to HT; very fine gives +2. In effect, quality gives +1 or +2 to all rolls to avoid breakage, whatever form they take." Kromm's clarification makes clear that for weapons you use the same modifiers (with the opposite sign) as for chance of breaking when parrying a heavy weapon, given above. The exact correspondence of non-weapons' quality and HT modifier is less clear. GURPS High-Tech p. 11 says of gadgets that Good quality provides +1 to HT and Fine quality provides +2; perhaps that can be generalized to other objects.

HP for solid, homogeneous objects is based on 8 * the cube root of the item's weight in pounds, rounded up. For complex objects, it's 4 * the cube root of the item's weight in pounds, rounded up. Exceptionally robust or friable items might have more or less. (There's a table on B558 for items by weight; GURPS Low-Tech Companion 2: Weapons and Warriors lists HP and DR for Low-Tech weapons.)

Damage to objects is analogous to injury to people. If an object's current HP drop to less than 1/3 its maxHP, its effectiveness is halved or otherwise reduced per the GM's judgement. If it's at 0 HP or less, then for every second it remains under stress, roll against its Health. On failure, it's disabled. For some objects, that may mean broken; for others, severely impaired (B485 offers examples for what this might mean for many weapons). At -1 x maxHP, roll vs. Health; on failure, it's destroyed. And as with death, at -5 * maxHP, there are no more rolls – it's definitely destroyed. (There are also analogies to Shock and Major Wounds; see B484.)

Unliving or homogenous objects have reduced Wounding Modifiers for impaling and piercing damage, but cutting still has a Wounding Modifier of 1.5; see B380 for details.

B483-485 and B557-558 have much more information; B558 has tables of HP by weight and of DR for various materials.

Targeting Weapons

One interesting application of all of this is making an attack to damage an opponent's weapon. If you're trying to break it, you're at -5 to target a Reach C melee weapon, -4 for a Reach 1 melee weapon, or -3 for a Reach 2 or greater melee weapon. Handguns are -5; a sawed-off shotgun or carbine is -4; a rifle or shotgun is -3. Or instead of trying to damage it, you can try to knock it out of their hands at an additional -2 penalty. Attacks to disarm can be made with any unarmed combat skill or any melee weapon skill, but weapons incapable of parrying are ineligible for armed attacks to disarm (unless otherwise specified, as with a whip).

The defender can Dodge the attack normally or they can try to Parry with the targeted weapon itself if it's Ready (which, of course, it isn't if it's a Parry-U weapon they just attacked with). They can't try to Parry with a different weapon and they can't Block.

If you're attacking to damage it, follow the rules for object damage above.

If you attack to disarm and the defender doesn't successfully defend, then you roll a Quick Contest of your relevant combat skills – you use the skill you attacked with and they use their skill with the weapon in hand. Either of you can substitute a Strength-based skill roll for the regular Dexterity-based skill roll if that's better. The defender is at +2 if they're wielding a two-handed weapon. On success, the weapon lands 1 yard away in a random direction. On a win or tie, the defender keeps their weapon, but unless they won the contest by 3 or more, it's unready. If you roll a critical failure in the contest, you're disarmed instead (another rare example of a defined consequence for a critical in a contest). It's strictly possible to win a contest while critically failing your roll; I'd think that both people would be disarmed in that case.

Disarming is also a Hard Technique. It defaults to any unarmed or melee weapon skill at +0 and can be improved up to +5. Retain Weapon is its mirror: it defaults to any melee weapon skill at +0 and can be improved up to +5.

It's possible to target shields or armor as well. See the Basic Set and GURPS Low-Tech Companion 2: Weapons and Warriors for details.

Ways to break weapons

You may have noticed that the Parrying Heavy Weapons rules and damage to weapon rules are essentially independent. Parrying Heavy Weapons is all-or-nothing and damage is incremental. There isn't a defined way for loss of HP from damaging a weapon to make it easier to break when it's parrying a heavy weapon, nor for repeated parries of heavy weapons to damage a weapon. The Critical Miss table also offers opportunities to break your weapon that don't interact with either of the above.

You're not disarming, and you're not charming!

Disarm review

We've seen several different ways to disarm an opponent, so I wanted to review.

  • While grappling someone's arm or hand, try to force your opponent to drop a weapon held in that hand
  • Make a grapple attack to grab the weapon itself and on your subsequent turn try to wrest it away
  • Target the weapon in an attack, either to damage and maybe break the weapon, or at a further -2 penalty, to disarm
  • Attack someone wielding a lighter weapon with a heavier weapon and hope they'll parry with it and it'll break
  • Cripple the arm or hand holding the weapon
  • Inflict Knockdown (or unconsciousness)

Pick that up

If you have been forced to drop your weapon, you might like it back. We saw in the original discussion of posture that you can't pick something up if you're standing or crouching. Starting from there, the quickest way to do it still takes 2 whole turns: Change Posture to switch to kneeling; Ready the item while using your Step to switch to Standing.

(See GURPS Martial Arts, p. 104 for an option to attempt it in one second.)

Smash!

Knockback

If you're hit by a crushing attack whose Basic Damage is equal to your Strength -2 or more, you also suffer knockback – for every full multiple of your Strength -2, you're knocked back a yard. This also applies to cutting attacks that fail to penetrate the DR of any protection you have.

Table 27: Knockback thresholds
ST 1 2 3 4 5
6 4 8 12 16 20
7 5 10 15 20 25
8 6 12 18 24 30
9 7 14 21 28 35
10 8 16 24 32 40
11 9 18 27 36 45
12 10 20 30 40 50
13 11 22 33 44 55
14 12 24 36 48 60
15 13 26 39 52 65
16 14 28 42 56 70
17 15 30 45 60 75
18 16 32 48 64 80
19 17 34 51 68 85

When you suffer Knockback, you roll against the highest of your Dexterity, Acrobatics, or Judo, with a -1 penalty for each yard of Knockback beyond the first. On failure, you fall down.

The rules don't comment on what happens if someone who's grappling or being grappled is subject to Knockback. Kromm clarifies:

For simplicity's sake:

  • If you're knocked back while grappling someone and you'd be strong enough to walk off with your victim (more than twice victim's ST), your victim is treated as something you're carrying and is knocked back with you unless you opt to let go.
  • If you're knocked back while grappling someone and you're not strong enough to walk off with your victim (more than twice victim's ST), you're knocked away and the grapple is broken.
  • If you're knocked back while someone is grappling you and they're strong enough to walk off with you (more than twice your ST), they may opt to keep you there or let you go.
  • If you're knocked back while someone is grappling you and they're not strong enough to walk off with you (more than twice your ST), you're knocked away and the grapple is broken.

In a mutual grapple, check both conditions.

Whether Knockback is large enough to send both parties flying is getting too complex for this rules set.

Build

Within the height range implied by your Size Modifier, a narrower range is implied by your Strength – B18 has a table. This is to provide guidance if you want to specify your character's height; this Strength-determined range isn't meant to be absolute.

The same table offers weight ranges for given Strengths, separated according to Builds. An average person has an Average build; other builds are disadvantages.

Skinny means you're at about 2/3 the average mass for your Strength. You get a -2 penalty to Disguise and Shadowing rolls, and a -2 penalty to Strength when resisting Knockback (i.e., for the purpose of calculating your Knockback thresholds).

Overweight is a quirk-level disadvantage indicating you're about 1/3 again the average mass for your Strength. You get -1 to Disguise and Shadowing rolls, but +1 to Strength when resisting Knockback, and +1 to swimming.

Fat means you're at about 3/2 the average mass for your Strength. You get a -2 penalty to Disguise and Shadowing rolls (same as with Skinny), +2 to Strength when resisting Knockback, and +3 to Swimming.

Shove

A Shove is an attack for the express purpose of causing Knockback. To Shove, roll against Sumo Wrestling or Dexterity; your opponent may attempt any Active Defense (it's not a Success Roll against Dexterity, Acrobatics, or Judo as it is for Knockback from an attack whose Basic Damage exceeds your Knockback threshold). If you hit, roll Thrust Damage at -1 per die if you used only one arm, or unmodified Thrust Damage if you used both arms. If you used Sumo Wrestling and have it at DX+1, you get a +1/die damage bonus; if you have it at DX+2 or better, you get a +2/die damage bonus. Then double that result.

If it exceeds your target's Knockback threshold, they're knocked back the corresponding distance, but it only causes the Knockback; it does no damage. Well, unless a wall or other obstacle gets in the way, but we're getting ahead of ourselves.

Ollie has Strength 19 and Sumo Wrestling at 14. He shoves Stan using both arms, and succeeds; Stan fails his Dodge. Ollie rolls his 2d-1 Thrust Damage and gets a 9. For Knockback purposes, this is doubled to 18. Stan has Strength 10 and is skinny, so his Knockback thresholds are as if he had Strength 8, so an 18 means he's knocked back 3 yards and needs to roll against DX at -2 to remain standing. Stan has a DX of 9, rolls an 8, and falls down on his back.

The rules don't suggest that maneuver choice is limited, so I assume it can be used with any maneuver that includes an attack, e.g., it could be the first attack of an All-Out Attack: Double, or you could get +4 to hit with All-Out: Determined, or you could get +2 or +1/die to Basic Damage with All-Out Attack: Strong.

Maximum Effective Strength doesn't apply, so there's no maximum Basic Damage. I'm assuming that the Sumo damage bonus occurs before doubling and that the All-Out Attack: Strong bonus would, too, but I haven't seen a ruling on the subject.

The rules don't specify that you need to be in Close Combat to attempt a shove, but that seems reasonable. Per the clarification above, if you're being grappled by someone with less than double your Strength, a Shove could be a viable way to break the grapple. But you'd need an ungrappled arm and empty hand to attempt it.

Collisions

When you collide with something, the damage you take depends on your velocity and your maxHP – maxHP is used as a rough measure of your mass. The Basic Damage in dice is maxHP*velocity/100 (rounded conventionally – round up to next whole value if there's a fractional part of .5 or more). If that results in less than a die of damage, < .25 is 1d-3; < .5 is 1d-2; anything else is 1d-1. (There are tables; you'll never have to figure this out at the table.)

This is the damage for hitting a soft and yielding surface. The result is then doubled if it's a hard surface.

This produces a straightforward progression when viewed as damage by the product of velocity and maxHP:

v*HP Damage
1-24 1d-3
25-49 1d-2
50-99 1d-1
100-149 1d
150-249 2d
250-349 3d
350-449 4d
450-549 5d

Viewed by combinations of particular velocities and maxHP values, it looks more complicated.

Table 28: Damage lists by velocity
yds/s 8 9 10 11 12 13 14 15 16 17 18 19 20
1 1d-3 1d-3 1d-3 1d-3 1d-3 1d-3 1d-3 1d-3 1d-3 1d-3 1d-3 1d-3 1d-3
2 1d-3 1d-3 1d-3 1d-3 1d-3 1d-2 1d-2 1d-2 1d-2 1d-2 1d-2 1d-2 1d-2
3 1d-3 1d-2 1d-2 1d-2 1d-2 1d-2 1d-2 1d-2 1d-2 1d-1 1d-1 1d-1 1d-1
4 1d-2 1d-2 1d-2 1d-2 1d-2 1d-1 1d-1 1d-1 1d-1 1d-1 1d-1 1d-1 1d-1
5 1d-2 1d-2 1d-1 1d-1 1d-1 1d-1 1d-1 1d-1 1d-1 1d-1 1d-1 1d-1 1d
6 1d-2 1d-1 1d-1 1d-1 1d-1 1d-1 1d-1 1d-1 1d-1 1d 1d 1d 1d
7 1d-1 1d-1 1d-1 1d-1 1d-1 1d-1 1d-1 1d 1d 1d 1d 1d 1d
8 1d-1 1d-1 1d-1 1d-1 1d-1 1d 1d 1d 1d 1d 1d 2d 2d
9 1d-1 1d-1 1d-1 1d-1 1d 1d 1d 1d 1d 2d 2d 2d 2d
10 1d-1 1d-1 1d 1d 1d 1d 1d 2d 2d 2d 2d 2d 2d
11 1d-1 1d-1 1d 1d 1d 1d 2d 2d 2d 2d 2d 2d 2d
12 1d-1 1d 1d 1d 1d 2d 2d 2d 2d 2d 2d 2d 2d
13 1d 1d 1d 1d 2d 2d 2d 2d 2d 2d 2d 2d 3d
14 1d 1d 1d 2d 2d 2d 2d 2d 2d 2d 3d 3d 3d
15 1d 1d 2d 2d 2d 2d 2d 2d 2d 3d 3d 3d 3d
16 1d 1d 2d 2d 2d 2d 2d 2d 3d 3d 3d 3d 3d
17 1d 2d 2d 2d 2d 2d 2d 3d 3d 3d 3d 3d 3d
18 1d 2d 2d 2d 2d 2d 3d 3d 3d 3d 3d 3d 4d
19 2d 2d 2d 2d 2d 2d 3d 3d 3d 3d 3d 4d 4d
20 2d 2d 2d 2d 2d 3d 3d 3d 3d 3d 4d 4d 4d
21 2d 2d 2d 2d 3d 3d 3d 3d 3d 4d 4d 4d 4d
22 2d 2d 2d 2d 3d 3d 3d 3d 4d 4d 4d 4d 4d
23 2d 2d 2d 3d 3d 3d 3d 3d 4d 4d 4d 4d 5d

Damage from collision

For the purposes of collision damage, your velocity is the number of yards you were knocked back (even though of course one would be moving more slowly near the end of the range than near the beginning – it's a simplifying measure).

Suppose that in our previous example, there was a wall just 1 yard behind Stan.

Stan doesn't need to roll against DX to remain standing, but does need to roll for damage. Stan's velocity is 3 yards/second and his maxHP is 10, so he rolls 1d-2 and gets a 3. It's an unyielding surface, so this is doubled and he receives 6 points of crushing damage.

The dreams where I am falling are the best I ever had

Damage from falling is just a specific case of collision damage. If x is the distance (in yards) you've fallen, your velocity is the square root of 21.4*x, rounded to the nearest whole number, but you don't have to remember any of that – here's a table with damage by distance fallen.

Table 29: Damage lists by distance ranges
yds yds/s 8 9 10 11 12 13 14 15 16 17 18 19 20
1 5 1d-2 1d-2 1d-1 1d-1 1d-1 1d-1 1d-1 1d-1 1d-1 1d-1 1d-1 1d-1 1d
2 7 1d-1 1d-1 1d-1 1d-1 1d-1 1d-1 1d-1 1d 1d 1d 1d 1d 1d
3 8 1d-1 1d-1 1d-1 1d-1 1d-1 1d 1d 1d 1d 1d 1d 2d 2d
4 9 1d-1 1d-1 1d-1 1d-1 1d 1d 1d 1d 1d 2d 2d 2d 2d
5 10 1d-1 1d-1 1d 1d 1d 1d 1d 2d 2d 2d 2d 2d 2d
6 11 1d-1 1d-1 1d 1d 1d 1d 2d 2d 2d 2d 2d 2d 2d
7 12 1d-1 1d 1d 1d 1d 2d 2d 2d 2d 2d 2d 2d 2d
8 13 1d 1d 1d 1d 2d 2d 2d 2d 2d 2d 2d 2d 3d
9 14 1d 1d 1d 2d 2d 2d 2d 2d 2d 2d 3d 3d 3d
10-11 15 1d 1d 2d 2d 2d 2d 2d 2d 2d 3d 3d 3d 3d
12 16 1d 1d 2d 2d 2d 2d 2d 2d 3d 3d 3d 3d 3d
13-14 17 1d 2d 2d 2d 2d 2d 2d 3d 3d 3d 3d 3d 3d
15 18 1d 2d 2d 2d 2d 2d 3d 3d 3d 3d 3d 3d 4d
16-17 19 2d 2d 2d 2d 2d 2d 3d 3d 3d 3d 3d 4d 4d
18-19 20 2d 2d 2d 2d 2d 3d 3d 3d 3d 3d 4d 4d 4d
20-21 21 2d 2d 2d 2d 3d 3d 3d 3d 3d 4d 4d 4d 4d
22-23 22 2d 2d 2d 2d 3d 3d 3d 3d 4d 4d 4d 4d 4d
24-25 23 2d 2d 2d 3d 3d 3d 3d 3d 4d 4d 4d 4d 5d

All together now

You can express the information more compactly if you use the damage as the row header.

Table 30: Velocity and Distance ranges by maxHP and Dmg
  8v 8d 9v 9d 10v 10d 11v 11d 12v 12d 13v 13d
1d-3 1-3 - 1-2 - 1-2 - 1-2 - 1-2 - 1 -
1d-2 4-6 1 3-5 1 3-4 - 3-4 - 3-4 - 2-3 -
1d-1 7-12 2-7 6-11 2-6 5-9 1-4 5-9 1-4 5-8 1-3 4-7 1-2
1d 13-18 8-15 12-16 7-12 10-14 5-9 10-13 5-8 9-12 4-7 8-11 3-6
2d 19-31 16-46 17-27 13-35 15-24 10-28 14-22 9-23 13-20 8-19 12-19 7-17
3d 32-43 47-88 28-38 36-69 25-34 29-55 23-31 24-46 21-29 20-40 20-26 18-32
4d 44-56 89-149 39-49 70-114 35-44 56-92 32-40 47-76 30-37 41-65 27-34 33-55
5d 57-68 150-219 50-61 115-176 45-54 93-138 41-49 77-114 38-45 66-96 35-42 56-84
Table 31: Velocity and Distance ranges by maxHP and Dmg
  14v 14d 15v 15d 16v 16d 17v 17d 18v 18d 19v 19d 20v 20d
1d-3 1 - 1 - 1 - 1 - 1 - 1 - 1 -
1d-2 2-3 - 2-3 - 2-3 - 2 - 2 - 2 - 2 -
1d-1 4-7 1-2 4-6 1 4-6 1 3-5 1 3-5 1 3-5 1 3-4 -
1d 8-10 3-5 7-9 2-4 7-9 2-4 6-8 2-3 6-8 2-3 6-7 2 5-7 1-2
2d 11-17 6-14 10-16 5-12 10-15 5-11 9-14 4-9 9-13 4-8 8-13 3-8 8-12 3-7
3d 18-24 15-28 17-23 13-25 16-21 12-21 15-20 10-19 14-19 9-17 14-18 9-15 13-17 8-14
4d 25-32 29-49 24-29 26-40 22-28 22-37 21-26 20-32 20-24 18-28 19-23 16-25 18-22 15-23
5d 33-39 50-72 30-36 41-62 29-34 38-55 27-32 33-49 25-30 29-43 24-28 26-37 23-27 24-35

This might seem like a weird way to view it, but remember that for any one given character you only need to consider one maxHP, so this makes it easy to just record the breakpoints you'll care about on a charsheet, and just a few rows will usually be plenty. For a character with maxHP of 15:

Velocity Fall Damage
1 - 1d-3
2-3 - 1d-2
4-6 1 1d-1
7-9 2-4 1d
10-16 5-12 2d
17-23 13-25 3d

Eric B. Smith's Collision/Slam/Falling Damage Table is likely to handle any case you need, even under a variety of different gravities. GURPS Action 2, GURPS Dungeon Fantasy 2, DFRPG, and Discworld provide a simpler table for falling damage based on distance alone, with no dependency on maxHP.

Mass simplicity

Why don't we use the Strength / Height / Build guidelines to actually specify a particular mass for your character and use that to determine collision damage instead of using maxHP as a proxy for mass? Why don't the build modifiers modify collision damage? Well, because.

Likewise, B19 notes that Basic Move might be more realistically derived from your Strength to mass ratio than from Health and Dexterity. GURPS may put more effort into offering verisimilitude to the real world than many games, but it really isn't trying to be a physics or physiology simulator.

A Slammin' Bod

If you don't have a convenient wall to try to shove someone into, you can always hit them with your entire body. A Slam is an attack in which you run into your opponent, rolling Dexterity, Sumo Wrestling, or Brawling to hit. You can use it with Attack, All-Out Attack, or Move and Attack. Notably, with a Slam using Move and Attack, the usual -4 to hit and max of 9 don't apply. With an All-Out Attack: Determined or All-Out Attack: Strong, you may move your full move, and aren't limited to 1/2 Move like usual. With an All-Out Attack: Double, the usual 1/2 Move applies and the Slam must be the final attack, but you can attempt another attack in the moment before impact.

Your opponent may attempt any Active Defense; if they successfully Dodge, you keep moving at least 2 yards past them (if you had the movement to spare). If that means running into something, roll for collision damage.

If you hit, your velocity for the purpose of computing your target's collision damage is the number of yards you moved this turn (it can't be attempted on someone with whom you're in Close Combat) and you use your MaxHP.

But your target also rolls damage against you using their maxHP and your velocity. Or, if they had been in motion toward you on their previous turn, both of you use the sum of your velocities, i.e., your relative velocity – the number of yards they moved on their previous turn plus the number of yards you moved this turn.

As with Shove, if you used Sumo Wrestling and have it at DX+1, you get a +1/die damage bonus; if you have it at DX+2 or better, you get a +2/die damage bonus. Brawling doesn't offer a damage bonus for slams.

If your target does twice as much damage as you or more, you're knocked down. If you do twice their damage or more, they're knocked down. Otherwise, if you match or exceed their damage, they have to roll against Dexterity or be knocked down.

A slam starting from Close Combat would be useless since the yards moved and thus your velocity would be zero… unless your opponent had just moved toward you on their previous turn. If they had just moved 3 yards into Close Combat with you, I suppose you could slam them on your turn with a relative velocity of 3.

Ollie has a maxHP (and current HP) of 20. Stan has a maxHP (and current HP) of 10. Starting from 5 yards away, Ollie does a Move and Attack to Slam Stan. He rolls Sumo Wrestling at 14 and succeeds – because it was a slam, there was no penalty or cap on the Move and Attack. Stan tries to Dodge and fails. Ollie's velocity was 5, so with a maxHP of 20, he does 1d damage. But he has Sumo at better than DX+2 so he gets a +2 to damage (Ollie's DX is 11 and Sumo is DX+3). He rolls a 5 and so does 7 points damage. Since Stan is Skinny, his Knockback threshold is just 4, and he's knocked back 1 yard. He rolls against DX to see whether he falls, and succeeds. But Stan has a maxHP of 10, so 7 HP is a Major Wound and Stan will also need to roll vs. Knockdown. Stan has a Health of 10 and 2 levels of Hard to Subdue, but rolls a 13. He drops what he's holding and falls down and he's stunned. Since he's down to less than 1/3 his maxHP, he's also Reeling and his Move and Dodge will be halved until he heals.

But Ollie's Slam means Stan has also hit Ollie at a relative velocity of 5 yards/second. At a maxHP of 10 and no Sumo skill, that does 1d-1 damage; Stan rolls a 5 and does 4 points damage to Ollie.

Ollie's slam caused more than half as much damage to himself as it did to Stan. Then again, Stan's knocked down, stunned, and reeling with 3 HP while Ollie still has 16 HP. Still, Slam is a risky attack that probably isn't the best choice outside of the largest of maxHP differences.

Skinny, overweight, and other Build disadvantages do not affect Slam damage calculation, though as we saw above, they still affect the Knockback that could occur.

DFRPG replaces Slam damage calculation with a new method.

Slams allowing full move with All-out Attack: Determined or All-out Attack: Strong is from GURPS Martial Arts.

Parrying a slam

As we saw above, for the purposes of risk of breaking a weapon when parrying, an unarmed strike counts as a blow from a weapon whose weight is 1/10 the attacker's Strength. A Slam, though, counts as an attack whose weight is the attacker's full Strength. (If you're using Sumo Wrestling, I'm inclined to think that the same Strength bonuses that apply to grappling contests would apply here: +1 if you have it at DX+1 or +2 if you have it at DX+2 or better, but the rules don't specify this.)

This makes Parrying a Slam a risky affair – a slammer with a Strength of just 12 has a chance of breaking an axe, or a quarterstaff, or a spear (all of which weigh 4 lbs.).

  • Limits on parrying

    There's a limit on the weight you can effectively parry. With a one-handed weapon (or a one-armed unarmed parry), you can't parry something that weighs more than your Basic Lift; with a two-handed weapon, you can't parry something that weighs more than twice your Basic Lift. If you don't realize how heavy it is and attempt to parry and succeed, you have the regular chance of your weapon breaking and you take the blow anyway. If your parry fails, you drop the weapon.

    This applies to unarmed parries as well. Your parry fails and you take the blow and also you're knocked back 1 yard and have to roll against Dexterity to remain standing. The rules don't specify that build, size, or Strength affects this consequence.

    A Strength of 8 has Basic Lift 13, adequate to parry the heaviest weapon we've mentioned, the maul at 12 lbs and very few melee weapons are heavier than that. So this is unlikely to come up in a mundane setting except in the case of a slam. Someone with Strength 10 can parry a slammer of Strength 20, but with Strength 8 you simply can't parry a slammer of Strength 14 or more; at Strength 9 (Basic Lift 16), you can't parry a slammer of Strength 17 or more.

Chases

I referred earlier to a pursuer with a Basic Move of 6 being able to catch someone with a Basic Move of 5. Such a pursuit might conclude with a flying tackle. A Flying Tackle is a special case of a Slam. You must have at least one arm free, and it gives you +4 on your attack roll and one extra yard of reach. For a Flying Tackle, you may roll against Jumping instead of Sumo Wrestling, Brawling, or Dexterity.

Goofus has a Basic Move of 6 and from 9 yards away is running straight at Gallant. Gallant hadn't seen this coming, so Goofus is already 3 yards away before the combat Turn Sequence is determined. If Goofus came first in the Turn Sequence, he could have attacked Gallant before Gallant even got to move. But Goofus has a Basic Speed of 5.5 and Gallant has a Basic Speed of 6 (Basic Move defaults to Basic Speed without the fraction, but it can be higher or lower than that). So Gallant acts first and begins running away, taking a Move maneuver.

Since they started at 3 yards apart and Gallant's Basic Move is 5, at the end of Gallant's turn, he's 8 yards from Goofus. But since Goofus already moved his full move, he can now sprint. This gives him an extra 20%, which would be 7.2 and is rounded down to 7. He takes a Move maneuver and ends his turn just one yard from Gallant.

Gallant can now sprint, and runs 6 yards, making it to 7 yards from Gallant.

Goofus takes an All-Out Attack: Strong Maneuver to attempt a Flying Tackle. He can no longer sprint, but his Basic Move of 6 and the extra yard from Flying Tackle will let him reach Gallant. Goofus has Brawling at 11 and says it's a Telegraphic Attack. With the +4 from Flying Tackle and the +4 from Telegraphic Attack, his attack roll is at 19. Since Gallant is facing away and can't see it coming, he gets no defense roll. All Goofus has to do is not roll 17 or 18 and he successfully tackles Gallant.

Since Goofus moved 7 in his turn and Gallant moved 6 in his previous turn, their relative velocity is 1. The damage rules for a Flying Tackle are no different from slam, so Goofus and Gallant do damage to each other according the their respective maxHP's and velocity 1. But they're both now on the ground, lying.

The Basic Set doesn't discuss chases, per se. Applying the rules for movement at combat-level granularity as above is the only approach implied. For foot chases, the results would pretty inevitably be that whoever has higher Basic Move wins.

For more interesting, dramatic chases, GURPS Monster Hunters 2 has rules for foot chases and GURPS Action 2 has rules for car chases.

Improvised Weapons

The Basic Set doesn't offer much specific guidance on improvised weapons. GURPS Low-Tech, GURPS Horror, GURPS Zombies, GURPS Martial Arts, GURPS Monster Hunters 1, and GURPS After the End 1 all offer examples; Martial Arts' page on the subject is available as a sample. Essentially, you pick whatever weapon the object is closest to and treat the improvised weapon like a really bad version of the real weapon. Use that skill, at a penalty, and that damage, at a penalty, and count it as Cheap. You can parry with it, but apply the to hit penalty to parrying also, and since it counts as Cheap it's liable to break if you parry anything heavy.

Kromm says:

Generally, here's what the authors of GURPS books do (remember that these are guidelines, not rules!):

  1. Start with the basic stats for the nearest real-world weapon; e.g., your dumbbell comes closest to a maul.
  2. Treat it as cheap quality (+2 to break on a parry, -2 to HT) because it is improvised. This will mostly affect lighter weapons.
  3. Assess a skill penalty for its awkwardness. Start with a basic -1 per yard of maximum Reach (at least -1, even at Reach C), and add another -1 if it has crazy add-ons like knives poking out, or -2 for moving parts such as whirling saw blades or a live snake. That dumbbell with knives would be -2 for Reach and -1 more for the knives, or -3 to skill. Feel free to add arbitrary penalties for really nutty stuff.
  4. Damage might go down by one or two if something meant to be sharp is kind of blunt, or if the weight is a little lower than that of a proper weapon. It might go up by one if sharp bits are added (the dumbbell with knives would not do cutting damage; it would just get +1 to crushing damage). If the thing is heavier than usual for the base weapon type, add +1 or even +2 to damage in return for -1 or -2 more to skill.

To do this yourself, having Martial Arts and Low-Tech is helpful to have more examples of weapons.

Say someone grabs a pool cue with both hands and wants to whack someone with it. Pool cues are usually just short of 5' long and weigh a little over a pound. So this is sort of like using a flimsier Jo stick with Two-Handed Sword. A real Jo stick would do Swing +1 and Thrust +1. A GM might rule that it's -1 to hit and does Swing -1 and Thrust -1 damage. These aren't the same stats as GURPS Monster Hunters 1 give for using a pool cue one-handed with Broadsword; it's just an example of how one might think about it.

The Improvised Weapons perk is specialized by some particular Melee Weapon or Ranged Weapon skill and means you don't get a skill penalty when using improvised weapons with that skill. If you had Improvised Weapons (Broadsword), you could whack someone with a pool-cue (wielded one-handed) or a child's baseball bat or a crowbar with your unpenalized Broadsword skill.

Forced Entry

Forced Entry is a Dexterity/Easy skill. It's what's used to kick down a door, or any other effort to unsubtly, forcefully get through a locked door, or window, or even a wall, with or without tools. Notably, Forced Entry doesn't offer a default to attribute. Wait, couldn't anyone who can kick at all at least try to kick down a door? Yes, they can. It just means attacking the door.

Ted has just shut the door in Bill's face and Bill really wants to get through. Sadly, he snoozed through Forced Entry class. He grabs a convenient nearby fire axe. At Strength 13, his swing damage is 2d-1 and a two-handed axe gives Swing +3 for 2d+2. He doesn't need to make attack rolls, but he gets +2 to Basic Damage as if he were choosing All-out Attack: Strong maneuvers for a total of 2d+4. He then converts adds to dice, making it 3d.

It's a 1" wood door with DR 2 and 23 HP (from the chart on B558). Bill hits and rolls a 10 for damage. The door's DR of 2 is subtracted, yielding 8 HP of Penetrating Damage. With cutting's Wounding Modifier of 1.5, that's a 12 HP injury, dropping it to 11 HP.

If you have the Forced Entry skill, the mechanics are the same but you get a +1/die of Basic Damage if you have Forced Entry at DX+1 or +2/die if you have it at DX+2 or better. (This bonus applies to any attack on inanimate objects outside of combat.) If the GM calls for an attack roll, you can choose the better of your Forced Entry or relevant melee weapon skill, but you get the damage bonus if you have Forced Entry at DX+1 or better regardless.

If you're smashing with a pry bar, it does +2 Swing Damage. If you don't have Forced Entry, use the Axe/Mace skill (or its DX-5 default). In general, if you're trying to break stuff with an implement, you can use Forced Entry as the skill if you have it; otherwise, you use the relevant weapon skill or its default. If it's not a weapon or implement meant for the purpose, it's like an improvised weapon – you use Forced Entry or whatever weapon skill is closest to appropriate at a penalty. Many weapons are badly suited to smashing heavy hard objects; use the rules for damaging weapons as appropriate.

If you're not trying to destroy the door, but force the lock, you roll a Resisted Contest of Strength against the lock's HP, but the lock's DR provides a penalty to your Effective Skill. An appropriate tool provides a bonus. You can attempt this without the Forced Entry skill, but you get a +1 if you have Forced Entry at DX+1, or a +2 if you have it at DX+2 or better. The Basic Set doesn't include HP and DR for locks; any of GURPS Low-Tech, GURPS Dungeon Fantasy 2, GURPS Action 2, GURPS Monster Hunters 2, or GURPS After the End 2 do.

If you're simply smashing through the door, the latter 3 specify that you can get through when the door reaches 0 HP (other sources might leave you thinking you needed to reduce it to 0 HP or below and keep whacking until it failed a Health roll).

More on Grappling

We've covered most aspects of the skills, but now we'll put them together.

Any of Sumo Wrestling, Wrestling, or Judo

Use the best of Sumo Wrestling, Wrestling, or Judo (or DX):

  • make an attack to grapple or to grab a weapon

Use the best of Sumo Wrestling, Wrestling, or Judo (or DX or ST):

  • a Quick Contest to make or resist a takedown

Sumo Wrestling or Wrestling

If you have it at DX+1, you get +1 to these, or if you have it at DX+2 or better, +2:

  • an attack to grapple or grab a weapon or a defense against either
  • a Quick Contest to make or resist a takedown
  • a Quick Contest to break free from a grapple or weapon grab, or to resist someone else breaking free

Parrying with either of Sumo Wrestling or Wrestling is two-handed, thus requires two empty hands. As with Brawling or Boxing, you are at -3 to Parry weapon attacks other than melee thrusting attacks.

The rules don't specify that you need to be using a Parry with Sumo Wrestling or Wrestling to get the defense bonus for having either at DX+1 or higher when defending against a grapple/grab weapon attack, so one can presume it would apply to a Dodge as well. It wouldn't be relevant in defending against a weapon grab otherwise, as Parrying with Sumo Wrestlig or Wrestling precludes holding a weapon. (Block isn't relevant because the grapple attempt must happen in Close Combat where Blocks can't be attempted.)

Wrestling or Judo

If you're grappling someone, you can attempt an arm lock or choke hold.

Sumo Wrestling alone

Besides grappling, you can use it for slam and shove attacks (though anyone can attempt an unskilled slam or shove with Dexterity).

If you have it at DX+1, +1/die to Basic Damage for slam or shove, if you have it at DX+2 or better, +2/die.

As with Boxing, you're at -2 to parry kicks.

Wrestling alone

If you have it at DX+1, +1 or if you have it at DX+2 or better, +2 to make or resist any of these:

  • pin
  • arm lock
  • any lock or hold in general

Judo

Judo's parries are one-handed, like the unarmed striking skills'.

Like Boxing and Karate, if you retreat while parrying, your parry gets a +3 bonus instead of the usual +1 bonus for retreating.

It shares several other aspects with Karate:

  • there is no penalty to parry an armed attack, even if it's a swinging attack
  • if you attack with Judo and someone successfully parries with a weapon, the defender's automatic attack roll is at -4
  • Judo rolls take your encumbrance level as a penalty

An aspect that's unique to Judo is throwing someone. If you used Judo to successfully Parry an attacker during a Reactive Phase, during your subsequent Active Phase you can attempt to throw them with an attack roll against Judo (provided they're still within 1 yard). You may choose All-Out Attack: Determined, but not Double or Strong. They defend normally; if they fail, you throw them. They land with half their body is either in the same place they started or in the same place you are but you choose the direction, so the other half is pointing wherever you choose. Your opponent has to roll vs. Health; failure means they're physically stunned (any of Fit, Very Fit, or Hard to Subdue apply).

If you took the opportunity to throw them into someone else, that person must roll against the better of ST+3 or DX+3 or they're knocked down.

If you're already grappling someone, on your turn you can attempt throw them. According to the Basic Set, this is "exactly as if you had parried his attack", i.e., with a Judo attack, but Martial Arts specifies that it's a Quick Contest of your Judo skill vs. the best of your opponent's Dexterity, Strength, or Grappling Skill.

In Close Combat, you can substitute Judo for any Dexterity roll except drawing a weapon or dropping a shield.

A throw can be used with the explicit attempt to do damage; see Martial Arts for details.

The Basic Set specifies that you can't use All-Out Attack: Double to attempt two throws; it doesn't explicitly preclude using All-Out Attack: Double to combine a throw with another attack, but I thought the implication was that it must be the only attack for your turn.

Power Grappling

The Power Grappling perk has two benefits.

You can attempt a takedown with a Strength-based grappling roll instead of Dexterity-based. More generally, for any Dexterity-based grappling roll except for attack rolls or parries, you can substitute a Strength-based grappling roll.

In any Strength-based grappling contests, you can substitute a Strength-based Sumo Wrestling, Wrestling, or Judo roll for a Strength roll (but you waive any Strength bonus you might otherwise have had for Sumo Wrestling or Wrestling).

This is particularly beneficial for high-Strength Wrestlers who don't have high Dexterity, or for skilled Judoka, who become much better at choke holds or arm locks.

If you're making a Strength-based skill roll instead of a Strength roll, are you now eligible for All-out Attack: Determined with its +4 instead of just All-out Attack: Strong with its +2? That makes a certain amount of sense but seems imbalancing and I think I'd say no.

Armed Grappling

With some weapons, it's possible to grapple using your melee weapon skill (or with a cloak, it's possible to grapple with your Cloak skill). See GURPS Martial Arts for details.

Still yet more on skills

To have, or not to have

As we've said previously, the difference between not having a skill and having it is usually -4. Having a skill at all denotes some substantial level of expertise… at least compared to someone who doesn't have it at all.

But we've also noted that most things can be attempted without the skill and non-combat situations typically have a +4. There are also bonuses for taking extra time and having the right equipment. In GURPS terms, lots of people in the real world do things for which they don't have the relevant skill but get by with defaulting to attribute.

Dabbling

The Dabbler Perk somewhat splits the difference between having or not having a skill. With it, you choose some skills you don't have for which you get +1 to +3 when you roll against them by defaulting to attribute. See Power-Ups 2: Perks for details. For a skill with the typical penalty to default to attribute, that +3 would bring it close to having the skill itself at beginning level, with the important difference that really having the skill would potentially let you default to other skills and Dabbling never will.

Combat Sport, Combat Art

GURPS Martial Arts features extensive coverage of historical martial arts and how you'd represent their practitioners. What it doesn't have is additional unarmed combat skills. It sticks with Brawling, Boxing, Karate, Sumo Wrestling, Wrestling, Judo, and adds lots and lots of Techniques. A real-world martial art in GURPS terms is a fighting style. A Style is characterized by specific combat skills and techniques, as well as some skills that aren't directly combat-related. So a practitioner of the Jujutsu style has the Karate and Judo skills; a Krav Maga style practitioner knows Karate and Wrestling, etc. Boxing, Karate, Sumo Wrestling, Wrestling, and Judo – all the unarmed skills but Brawling – are also the names of Styles. Each of those styles prominently features its eponymous skill, of course, but not just that skill.

Having a combat skill in GURPS means actually knowing how to use it effectively in real combat. Practitioners of competitive, regulated martial arts who have only trained with the presumption that rules exist – boxing, wrestling, judo, etc. – won't have the corresponding combat skill, per se. They'll have a related Combat Art or Combat Sport skill. In short, Combat Art is for exhibition and emphasizes precision and grace, while Combat Sport is for competition and emphasizes being able to land a blow or execute a move on an opponent but not how forcefully you do it. The GURPS Martial Arts Designers' Notes discusses the distinctions.

Sport, Art, and Combat varieties default to each other at -3. An Olympic Judoka with Judo Sport at 19 would still pose a challenge for most unarmed fighters.

These distinctions exist for combat skills in general, not just unarmed skills. One could have Thrown Weapon (Knife) Art or Guns (Rifle) Sport.

The Throwing Art skill is a cinematic skill conveying the ability to effectively do damage with nearly anything one could throw and is its own thing unrelated to Combat Art.

Sports

Sports are Dexterity/Average skills that require a specialty; having the skill connotes "the ability to play a particular sport well – perhaps well enough to earn a living" (B222).

Many specific sports activities correspond to distinct defined skills – Bicycling, Running, Swimming, Climbing, Jumping, Throwing, Acrobatics, etc.

Games

Games are an IQ/Easy skill that requires a specialty. Though an IQ-based Sports or Combat Sports roll could be used for basic knowledge of formal tournament rules, the relevant skill to judge or referee would be a Games specialty. Chess or Go or other games could also be specialties.

Hobby and Professional skills

These are catch-alls for things not otherwise defined that you might want to represent as a skill. Hobby skills are Easy, and Professional skills are Hard. The Controlling Attribute is Dexterity or IQ.

Dexterity-based examples might be Hobby (Juggling) or Professional (Glassblowing). IQ-based examples could be Hobby (Comic Books) or Professional (Beekeeping).

What's the difference between calling something Hobby (Juggling) vs. just saying that the GM has added a Dexterity/Easy Juggling skill? Or given that Connoisseur is an IQ/Average skill, what's the difference between calling something Professional (Philately) vs. Connoisseur (Stamps)? Not a lot. The Hobby and Professional skills exist to provide guidelines to make it easier to represent something that isn't covered elsewhere.

Expert skills

Expert skills are IQ/Hard skills to cover most anything IQ-based that should be Hard and isn't better covered by one of the above. Notably, Expert skills are meant to be academic and exclusively knowledge-based. If a skill has a practical, tangible use, it should be represented by something else. So Expert (Epidemiology) means you're great at looking up whether there was an uptick in in flu cases in the Rocky Mountain states among people aged 28-45 last year, but doesn't imply any First Aid or Diagnostic ability.

What if you really want a Dexterity/Hard skill that doesn't fit anything else already defined? Or an IQ/Hard skill that has practical, tangible applications? Then you make one up and don't call it an Expert skill.

Created: 2024-01-03 Wed 01:49

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