ShortSweetRulesBreakdown

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GURPS

DAMAGE:

Three basic types of damage: impaling, cutting and crushing.  Impaling and Cutting do more damage to flesh if they penetrate any armor.  With a cutting weapon all damage that gets through armor is increased by 50%.  (you do 5 pts. of damage with a dagger, it becomes 7 pts.) Impaling weapons do double damage, if you hit someone for 5 pts of damage with a spear or such, they take 10 pts of damage.
Your weapon stats for HTH weapons are based on Strength, Thrusting or Swinging attacks.  If you had a ST of 10, you would do 1d-2 Thrust and 1d Swinging BASE damage.  This is modified by the weapon, if you were using a large knife, the damage gets modified to SW-2 (Swinging - 2) for cutting attacks (meaning 1d-2 is your modified damage) and modified to THR (Thrusting) for impaling attacks (meaning 1d-2).  All of your stats on your character sheet should already have your modified damage on each weapon.  This is a D6 system, so every time you see a 1d-1 it means 1d6-1.

INJURY

Subtract all hits you take off yoru HT score.  If you take a wound, your attack roll will be reduced (on your next turn only) by the damage you took.  Wounds taken during the same turn are cumulative.
Knockdown / Stunning: If you take a single wound that does damage of more than half of your basic HT score you must roll vs. your HT.  If you fail the roll, you are knocked down.  You cannot attack until you stand up again.  Whether you fall down or not, you are stunned!  All active defense rolls are at -4 until your next turn.  At that time you must roll against your basic HT.  A successful roll means you recover, and can act normally that turn and thereafter.  A failed roll means you ares till stunned and continue to stand/lie there without making an maneuvers - and at a -4 on each active defense roll.  You also are 'shocked' and must reduce your IQ and DX for the next round only.
Severe Wounds: If you are reduced to 3 HT or less, your MOVE score and DODGE score are cut in half (round down). This is due to your wounds slowing you down.
Unconsciousness: If your HT drops to zero or less, you must make a HT roll, a success means maintaining consciousness, a failure means your unconscious.  You may use your Strong Will to modify this roll.
Death: If your HT goes full negative (if HT is 10, full negative is -10) you risk death.  Once you are below your full negative you must make a HT roll or die.  Another roll is required after the loss of another 5 pts. of HT.  If you take more than 6 points in one hit, you cross 2 levels and must make 2 HT rolls to stay alive.  If you fall beneath -5 x HT (-50 if your HT is 10) you reach Auto-Death.
HT to 3
3 - 0
< zero
- HT

BASIC COMBAT: