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19:57, 20th May 2024 (GMT+0)

GURPS Rules Reference.

Posted by The GMFor group 0
The GM
GM, 7 posts
Tue 20 Feb 2024
at 02:06
  • msg #1

GURPS Rules Reference

GURPS has a number of social skills. They differ not in what you can do with them, but how you do it. You can pursue any goal with any social skill.

Here's what they mean:

Diplomacy:
The art of reaching agreements. Used in place of noncombat reaction rolls by figuring out others' actual priorities to make better offers of compromise, leading to agreements that are likely to endure. Failures using this skill won't result in a worse reaction than a standard reaction roll.

Fast-Talk: Short-term persuasion based on confusing people and putting them off-balance. You can use it to get people to believe lies or agree to things not in their best interest... but only until they have time to think things over. On a failure, the other character knows you were trying to trick them and gets indignant.

Intimidation:
Getting cooperation through threats or displays of ruthlessness. A critical success may induce terror. A failure leads to contempt.

Savoir-Faire: Getting along in a specific subculture using the correct protocol. Knowing the correct way to act for favors. Failures indicate offensive bluntness.

Sex Appeal: Gain cooperation by suggesting sexual availability, or by making people find you alluring. You don't have to deliver, and you can use this to tease people or make them nervous. Failures come off as creepy or ridiculous.

Streetwise: Getting along with criminals or in rough neighborhoods. Knowing how to ask for illegal services without generating mistrust. Failures make you seem like you don't know your way around.

Remember, you can use any of these skills to try and accomplish your goals. Other skills (Carousing, Dancing, Games, Leadership, Merchant, Public Speaking, and Writing) can also influence people in narrow ways in specific situations.

Using social skills on PCs:


These skills aren't mind control, however, if someone succeeds in using a social skill on you, you'll want to go along with them. Roleplay that. Roleplay resisting what you want, if that's your choice, but you get a -1 x their margin of victory when acting against what they made you want.

So if someone wants to Intimidate you into leaving but you'd rather stay and play video games, and their intimidation roll beat your Will roll by 3, you'd be at -3 on rolls involving not leaving.
The GM
GM, 8 posts
Tue 20 Feb 2024
at 02:09
  • msg #2

GURPS Rules Reference

Okay, here's a breakdown of what the unarmed combat skills do:

DX: Punching, kicking, grappling, biting, slamming into people.

Brawling (DX/Easy): Punching, kicking, slamming into people, biting. Blackjacks, saps, and other fist-loads. +1 damage at DX+2 level.

Boxing (DX/Average):
Punching. Retreating parries get +3 instead of +1. +1 damage at DX+1, +2 at DX+2. Not so good at parrying swung weapons.

Karate (DX/Hard): Punching. Kicking. Retreating parries get +3 instead of +1. +1 damage at DX+1, +2 at DX+2.

Wrestling (DX/Average): Grabbing people. Making or resisting a takedown. Add +1 to effective ST at DX+1, +2 at DX+2.

Judo (DX/Hard):
Grabbing people. Throws. Retreating parries get +3 instead of +1.

Sumo (DX/Average): Slamming into people. Grappling. Shoves. Retreating parries get +3 instead of +1. +1 to effective ST at DX+1, +2 at DX+2.

That's the basics. Different martial arts techniques are based on different skills; Arm Lock, for example, can be performed with Wrestling or Judo but not Brawling, Boxing, or Karate.

This list may be information overload, so you're free to ignore it, but from GURPS Martial Arts, here's how the different skills allow different "techniques." You can still attempt any technique even if you haven't put any points in it; defaults are listed. Generally you need to study a particular style to improve that style's techniques.
Technique	      Boxing Brawling Karate   Judo Wrestling  Sumo
Aggressive Parry	-1	-1	-1	-	-	-	thr-4 against weapon or body part
Arm or Wrist Lock	-	-	-	0	0	-	follow up unarmed parry or grapple
Axe Kick		-	-	-4 	-	-	-	bonus dmg, reduces defenses
Back Kick/Strike	-2	-2	-2	-	-	-	Attack behind you. -2 for kicks.
Breakfall		-	-	-	0	0	-	Less damage when thrown or falling
Choke Hold		-	-	-	-2	-3	-	Choke a guy.
Counterattack		-5	-5	-5	-5	-5	-5	Followup defense; penalize defense
Disarming		0	0	0	0	0	0	
Drop Kick		-	-1	-	-	-2	-1	A type of slam attack.
Ear Clap		-3	-3	-3	-	-	-	Can deafen your foe.
Elbow drop		-	-4	-	-	-5	-	-2 to defend against.
Elbow Strike		-	-2	-2	-	-	-	thr-1 cr, targets people behind you.
Evade			-	-	-	0	-	-	Run through enemy hexes (replaces DX)
Exotic Hand Strike	-	-	-1	-	-	-	does +1 damage but you can hurt self
Eye Gouging		-	-5	-	-5	-5	-	Thumbs into the eyes.
Hammer Fist		-	-1	-1	-	-	-	less damage; less likely to hurt self
Head Butt		-	-1	-1	-	-	-
Head Lock		-	-	-	-3	-3	-	Used after a grapple to the neck.
Jam			-	-1	-1	-	-	-	Aggressive Parry but with a kick
Judo Throw		-	-	-	0	-	-	Flip someone after parry or grapple
Jump Kick		-	-	-4	-	-	-	showy. Dangerous.
Kicking			-	-2	-2	-	-	-	
Knee Drop		-	-3	-	-	-4	-	
Knee Strike		-	-1	-1	-	-	-	only close combat. thr cr damage
Leg Grapple		-	-	-	0	0	-	catch the leg of a foe after parry.
Leg Lock		-	-	-	0	0	-	followup to leg grapple
Neck Snap		-	-	-	-	-	-	Defaults to ST-4. need neck grapple.
Push Kick		-	-3	-3	-	-	-	shove with a kick.
Sacrifice Throw		-	-	-	0	-	-	Like judo throw, but you fall too.
Scissor Hold		-	-	-	-	-2	-	grapple legs with your legs
Spinning Attack		-	-	-2	-	-	-	-3 for a kick.
Stamp Kick		-	-3	-3	-	-	-	Stomp.
Sweep			-	-	-3	-	-3	-3	Take down foe in single action
Trip			-	-	-	-1	-1	-1	Trip foe who is slamming or running
Two-Handed Punch	-	-2	-	-	-	-	thr+1 dmg
Uppercut		-1	-1	-1	-	-	-	
Wrench Limb		-	-	-	-	-	-	Defaults from ST
Wrench spine		-	-	-	-4	-	-	or default from ST.
Again, if you don't care, ignore this; when you attack someone I'll choose whatever is closest to what you've described.

There are also a ton of weapon-techniques:
Technique	     Default		Notes
Arm Lock		0		With a weapon after a parry or armed grapple.
Armed Grapple		-2		With a cloak no penalty; one handed weapons must be Readied in 2 hands first
Back Strike		-2		Attack behind you.
Bind Weapon		-3		Lock weapons. Jitte/Sai or Fencing weapons.
Choke Hold		-3		cutting weapons do cutting damage
Counterattack		-5		Harder to defend against
Crack			-4		Whips. Bonus damage.
Disarming		0
Entangle		-4		Kusari or Whip. Wraps around foe.
Hook			-5		Using a weapon with a hook to pull foe off balance. Most weapons can't.
Return Strike		-5		Flail or Kusari. Swing around foe to hit them.
Reverse Grip		-6		instantly switch to underhand grip. -4 for two-handed weapons.
Spinning Attack		-2
Sweep			-3		Use with any two-handed weapon with reach 2+
There are also a few other techniques that you can try if you have Acrobatics.
Technique		Default		Effect
Acrobatic Stand		Acrobatics -6	Go from lying to standing in a single action
Breakfall		Acrobatics	Less damage from falling or being thrown
Evade			Acrobatics	flip over/tumble under when passing through foe's hex
This message was last edited by the GM at 02:12, Tue 20 Feb.
The GM
GM, 9 posts
Tue 20 Feb 2024
at 02:25
  • msg #3

GURPS Rules Reference

If you want to get into the guts of the system, here are your options. Otherwise, just describe what you're doing and I'll interpret.

Manuever    Active Defense	Movement	Description
Aim		Any*		Step | None	Aim a ranged weapon to get its Acc bonus (+1 for bracing, +1
						for 2 turns, +2 for 3+ turns, the combined bonus from all
						targeting systems cannot exceed the weapons base Accuracy) |
						You get no step if your two-handed weapon is braced
All-Out Attack - Melee
  Determined	None		1/2 forward	+4 to hit
  Double	None		1/2 forward	2 attacks on same foe with ready weapon (-4 to off-hand
						without Ambidexterity)
  Feint		None		1/2 forward	Make one feint and one attack on the same foe
  Long		None		1/2 forward	Increase reach by 1 yard (Swing attacks at -2 dmg or -1 per
						die), may end in crouch (MA87)
  Strong	None		1/2 forward	+2 to damage (or +1 per damage die)
All-Out Attack - Ranged (for optional ranged feints, see MA121)
  Determined	None		1/2 forward	+1 to hit
  Suppression 	None		1/2 forward	RoF 5+ targets 2 yard zone - RoF 10+ suppress multiple,
						adjacent 2 yard zones with 5+ Shots/zone
All-Out Defense
  Increased	Any		Step (1/2)	+2 to one Active Defense until next turn (Increased Dodge
						allows up to Half Move)
  Double	Any		Step		Two different Defenses against one attack
  Mental Def.	Any		Step		+2 to all resistance rolls against magic, psi, and anything
						similar. This bonus persists until your next turn
Attack		Any		Step		Attack unarmed or with a ready weapon, you make take a step
						before or after you attack
Change Posture	Any		None		Standing, sitting, kneeling, crawling, prone, lying face up
						(see B364/MA98). Prone to standing takes two turns
						(Exception Acrobatic Stand)
Concentrate	Any*** 		Step		Focus on mental task. All-Out Concentrate (DF14:34) gives +1
						to roll but lose active defenses. Must make Will-2 if injured
						or distracted
Committed Attack - Melee (MA100)
  Determined	Special**** 	Step		+2 to hit, or take two steps at -2 to hit for a total modifier
						of 0, may move before or after an attack
  Strong	Special***** 	Step		+1 to damage (or +1 per two full damage dice), ST-based attack
						only, may take 2 steps at -2 to skill, may move before or after
						an attack
Defensv Attack	Any		Step**		Balanced weapon: +1 Parry/Block, Unbalanced weapon: +1
						Parry/Block with different weapon or Parry with the same
						weapon, Kick: +2 to avoid Leg Grapple and DX rolls to avoid
						falling. -2 to damage (or -1 per die if worse), foe gets +1 to
						defend against a grab or grapple
Do Nothing	Any		None		Take no action (Active Defenses at -4 if taking Do Nothing due
						to Stun; roll vs HT/IQ)
Evaluate	Any		Step		Study a foe prior to a melee attack (+1 per turn to subsequent
						attacks or feints, max. +3); may also use the Evaluate Bonus to
						cancel out penalties from Deceptive Attacks or feints
Feint - Melee (May use the highest melee weapon or unarmed combat skill to resist a feint)
   Beat		Any		Step		Contest of ST-based combat skill vs foe's ST- or DX-based skill
   Defensive 	Any		Step		Apply the penalty from a successful Beat, Feint or Ruse to
						foe's attacks roll instead of defense
   Feint	Any		Step		Contest of combat skill (melee or ranged) vs. combat skill,
						cloak/shield or DX
   Ruse		Any		Step		Contest of IQ-based combat skill vs. foe's Per-based skill,
 						DX-based skill or Tactics (MA101)
Move & Attack	Special*****	Full Move 	Move and attack at a penalty (Ranged: -2 or weapon bulk;
						non-slam Melee: -4, max. skill 9). For thrusting attacks, may
						use slam damage (HP x velocity/100). Not compatible with Flurry
						of Blows, Mighty Blow, Giant Step, Combos, Rapid Strike or
						Deceptive Attack (except slams or cinematic techniques which
						require final effective skill of at least 10)
Move		Any		Full Move	Do nothing but move
Ready		Any		Step		Ready or reload a weapon, adjust reach (B269), change grip,
						change hands
Wait		Any		Varies		Hold your action, then take an Attack, All-Out Attack,
						Committed Attack, Defensive Attack, Feint, Ready or Stop Hit.
						Specify exactly what your action will be and what will trigger
						it. You may also perform a Step and Wait, loosing your Step in
						the proceeding Maneuver

* Taking an active defense spoils your Aim; if you are injured, make a Will roll or lose your Aim.
** Before or after attack.
*** Taking an active defense or being knocked down, injured, distracted etc. requires Will-3 roll to maintain
**** The attacker cannot parry with the hand(s) he used to attack, block if he attacked with his shield or
cloak, or dodge if he kicked. He can use any other defense, but at -2. He cannot retreat.
***** If you attacked using an arm, you cannot use that arm to parry (if the attack involved a fist, elbow,
weapon) or block (if you used a shield or cloak). If you used any other body part to attack, you cannot dodge.
You can use any other defense, but you cannot retreat.

Other Options
Deceptive Attack	Target suffers a -1 to active defense for every -2 taken to melee skill (min. skill of
			10), or -1 to Dodge for every -2 taken to ranged skill (min. skill of 10).
Pop-Up Attack (B390)	Ranged attacks only, attacker suffers -2 to hit, no aim possible, may step. Not
			possible with bow or sling
Rapid Strike (B370)	Make two attacks, both at -6, to replace one normal attack. Can target seperate foes.
			Ranged Rapid Strikes if RoF 2+. Half penalty for Weaponmaster or Gunslinger
Riposte (MA124)		Take a penalty to your Parry (min. of 8), not including modifiers. If Parry succeeds
			and you attack using the parrying weapon next turn, apply the same penalty to foe's
			Parry (hand or weapon), Block (shield) or Dodge (non-hand unarmed strike) or half
			penalty to all other defenses.
Stop Hit (MA108)	Take a Wait Maneuver and declare that you intend to attack. Both roll to hit. Both
			fail, nothing happens. If one hits, the other defends at -1 or -3 if Parry with same
			weapon. If both hit, larger margin of success defends normally, other at penalty.
			If tied, both have above penalty. Possible with Unbalaced/Unready Weapon.
Spraying Fire (B409)	RoF 5+ weapon may attack multiple targets, must be within 30° angle, engaged in
			succession, +1 Rcl 2nd target +2 Rcl 3rd target and so on. RoF -16 looses 1 shot/yard
			RoF 16+ looses 2 shot/yard. Attack roll for each target with effective RoF
Telegraphic Attack 	+4 to hit, +2 to defend against. Not compatible with Deceptive Attack, Evaluate,
			Riposte or Feint. Does not affect critical chance.
Tip Slash (MA113)	Swing a thrusting, impaling weapon to do cutting damage equal to the weapons impaling
			damage -2
Extra Effort		A critical failure on these rolls causes an additional 1 HP of injury to arm (block,
			parry, attack) or leg (dodge or kick), no DR (B357). May use no more than 1 offensive
			option (Flurry of Blows, Giant Step, Great Lunge, Heroic Charge, Mighty Blows)
   Flurry of Blows	Spend 1 FP per attack to halve the penalty for Rapid Strike to -3 (B370, usually -6,
			you spend 1 FP you half it to -3)
   Giant Step		Spend 1 FP for one extra step (before or after your attack) during an Attack or
			Defensive Attack.
   Great Lunge
			Spend 1 FP to get the effects of All-Out Attack (Long) without losing defenses
			(incompatible with All-Out Attack, Defensive Attack, Defensive Grip).
   Heroic Charge	Spend 1 FP during a Move and Attack to ignore the skill penalty and cap (except for
			Acrobatic Attack or Flying Attack).
   Mighty Blow		Spend 1 FP per attack to get the All-Out Attack (Strong) damage bonus to an Attack
			without losing defenses.
This message was last edited by the GM at 02:32, Tue 20 Feb.
The GM
GM, 10 posts
Tue 20 Feb 2024
at 02:39
  • msg #4

GURPS Rules Reference

Random	Body Part	Penalty		Notes
3 - 4	Skull		-7(f)/-5(b)	[1, 3]
5	Face		-5(f)/-7(b)	[1, 4]
6 - 7	Right Leg	-2		[5]
8	Right Arm	-2		[5, 6]
9 - 10	Torso		0		[18]
11	Abdomen		-1		[20]
12	Left Arm	-2		[5, 6]
13 - 14	Left Leg	-2		[5]
15	Hand		-4		[6, 8, 9]
16	Foot		-4		[8, 9]
17 - 18	Neck		-5		[1, 10]
	Vitals		-3		[1, 11]
	Eye		-9		[1, 2]
	Ear		-7		[1, 12]
	Nose		-7		[1, 15]
	Jaw		-6		[1, 13]
	Spine		-8		[1, 16]
	Limb vascular	-5		[17]
	Neck vascular	-8		[17]
	Arm/Leg Joint	-5		[14]
	Hand/Foot Joint	-7		[14]
	Groin		-3		[1, 7]
	Pelvis		-3		[19]
	Digestive Tract	-2		[21]
	Heart		-5		[1,11]

[1] Attack that misses by 1 hits the torso instead.
[2] Only imp, pi, and tbb attacks can target the eye - and only from the front or sides. Injury over HP/10 blinds the eye. Otherwise, treat as skull [3], but without the extra DR!
[3] The skull gets an extra DR 2. Wounding modifier is x4. Knockdown rolls are at -10. Critical hits use the Critical Head Blow Table (B556). Exception: These special effects do not apply to tox damage.
[4] Jaw, cheeks, nose, ears, etc. If the target has an open-faced helmet, ignore its DR. Knockdown rolls are at -5. Critical hits use the Critical Head Blow Table (B556). Cor damage gets a x1.5 wounding modifier, and if it inflicts a major wound, it also blinds one eye (both eyes on damage over full HP). Random attacks from behind hit the skull instead. On front hit, roll 1d. 1 means skull [3] hit if attack is imp, pi, tbb. Otherwise it's a nose hit [15].
[5] Limb. Reduce the wounding multiplier of large pi, huge pi and imp damage to x1. Any major wound (loss of over 1/2 HP from one blow) cripples the limb. Damage beyond that threshold is lost. Roll 1d, on a 1 cut, imp, pi, tbb hit vein/artery, see [17]. Cr hits a joint [15]
[6] If holding a shield, double the penalty to hit: -4 for shield arm, -8 for shield hand.
[7] Human males/males of similar species suffer double shock from cr damage, and get -5 to knockdown rolls. Otherwise, treat as a torso hit.
[8] Extremity. Treat as a limb, except that damage over 1/3 HP in one blow inflicts a crippling major wound. Excess damage is still lost. Roll 1d, on a 1 with cr, cut, pi, tbb hits a joint [14].
[9] If rolling randomly, roll 1d: 1-3 is right, 4-6 is left.
[10] Neck and throat. Increase the wounding multiplier of cr and cor attacks to x1.5, and that of cutting damage to x2. At the GM's option, anyone killed by a cutting blow to the neck is decapitated! Roll 1d, on a 1 with cut, imp, pi, tbb hits vein/artery [17], if cr from behind, counts as [16] and gives Quadriplegic. Automatic if dmg > HP from Neck Snap or throw from Head Lock.
[11] Heart, lungs, kidneys, etc. Increase wounding modifier for imp or pi attack to x3. Increase wounding modifier for tbb attack to x2. cr is only x1, if caused shock roll vs. knockdown, -5 if major wound, other attacks cannot target the vitals.
[12] Ear, if cutting max Dmg = HP/4, double HP/4 removes ear which gives -1 Appearance
[13] Jaw, if crushing extra -1 to knockdown
[14] Joints, limb crippeld at HP/3, extremity at HP4, HT roll to recover from crippling -2, miss by 1 hits the limb or extremity not the joint
[15] Nose, only targetable from the front, treat like facehit, HP/4 breaks nose gives major wound and no Sense of Smell/Taste until healed. Cut lops off nose if HP/4x2 (major wound) but knockdown not at -5 for face. Cutting off nose = Appearance -2
[16] Spine, only targetable from behind with cr, cut, imp, pi, tbb. DR3, if shock-penatly roll against knockdown, crippled if dmg = HP which causes automatic knockdown and stunning
[17] Veins and Arteries, only targetable by cut, imp, pi, tbb. Increases wounding modifier plus 0.5, no crippling and no dmg limit, an attack that misses by 1 hits the neck, arm or leg, as appropriate
[18] Roll 1d if cr, imp, pi or tbb. On 1, hit to the vitals [11], cut from behind hits the spine [16]
[19] Like [18] but if major wound you fall down. Until healed you're Lame(Missing Leg). Can't stand, fight sitting or lying. Armor for torso and groin or specific protects normal.
[20] Roll 1d, 1 is Vitals [11], 2-4 is Digestive Tract [21], 5 Pelvis [19] and 6 is Groin [7].
[21] If major wound HT-3 or get a special infection (B444)

The GM
GM, 80 posts
Tue 27 Feb 2024
at 17:38
  • msg #5

Spellcasting

Each spell is a discrete skill. Most will take 1 second of concentration, but some take longer (like Haste) and some are instant. To cast it, you concentrate (doing nothing else) for the required number of seconds (each combat round is one second) and when you finish, you roll for the spell.

(So, for a spell taking 1 second, you would Concentrate that turn and roll that turn. For a 2 second spell, you would roll after the second turn of concentrating.)

The roll is a standard skill roll; 3d6, roll under the spell's skill level. There is a penalty of -1/yard if you're not touching the target. If you also cannot see the target, there's an additional -5 to skill. Missile spells are created in your hands; there is no distance penalty, but you'll need to make a separate roll to hit a target with the spell.

On a success: you spend its Cost in Fatigue Points, and its effects occur. On a critical success you don't spend any FP. Larger than human targets may cost more than normal. Area effect spells have a multiplier based on radius.
On a failure, the spell does not work, and unless it was free for some reason you spend 1 FP. (Information spells always cost full price even on a failure)
On a critical failure... well... bad things happen. There's a backfire.

If you're attacked and have to defend yourself, or are knocked down, injured, or grappled while concentrating, you need to make a Will roll at -3 to keep the spell going. If you are stunned, the spell automatically failed.

If your spell skill is 9 or less, you must perform elaborate movements and speak words of power in a loud firm voice.
If your skill is 10-14, you must speak a few quiet words and make a gesture.
If your skill is 15-19, you must speak a word or two OR make a small gesture, and can move 1 yard/turn while Concentrating. Cost of the spell is reduced by 1.
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