Quickie GURPS Rules


    In addition to the abilities inherent in the racial package, your character will be defined by:
    Statistics
    Advantages and Disadvantages
    Skills

Statistics are:
    Strength (ST) -- how physically strong you are
    Dexterity (DX) -- how agile you are
    Intelligence (IQ) -- smarts and memory
    Health (HT) -- how much physical punishment you can take, and how well you resist
sickness
    You may choose to have your character be strictly average in all Statistics, or you
may choose to spend points to raise the stats of your choice, or gain extra points by
lowering stats. Just be sure not to drop any statistic too low or your character may
wind up too weak, clumsy, dumb, or sickly to function.

Advantages and Disadvantages are divided into categories:
    Social -- how you get along with others and how they get along with you
    Examples -- Odious Personal Habits, Charisma
    Mental -- your personality traits, good or bad
    Examples -- Strong Will, Megalomania
    Physical -- any impairments or enhancements to your bod
    Examples -- Lame, High Pain Threshold
    Supernatural -- any magical, psionic, or otherwise unusual powers
    Examples -- Magery, Vulnerability
(In general, personal Disadvantages are limited to about 40-50 points' worth, to
prevent point-mongering abusiveness; that rule will be bent a little in the case of the
Third Race, who may have supernatural Disadvantages as well as personal ones).

    Quirks are a subset of Disadvantages, worth 1 point each. Each character may get up
to 5 points' worth of quirks. These are little things that help define the character's
personality but don't make a major impact. Preferences for certain foods or colors of
clothing, a favorite saying frequently used, a hobby, a dislike for cats, etc. are all
examples of quirks (though if a quirk is taken too far, it may become an Odious
Personal Habit).

Skills:
    Skills are anything your character can do. Is he/she a warrior? Does he/she have an
interest in electronics? First aid training? Know how to swim? Play baseball?
Gamble? Teach others? Speak foreign languages? Sing? Sculpt? Ride a horse or a
bike? Cast a spell? These are all skills.
    Skills are divided into Mental and Physical, and how good your character is at any
given skill depends on how many points you put into it. Some skills are Easy, some
Average, some Hard, and some Very Hard. It costs a lot more points, for example, to
be a skilled archer (Archery is a P/H or Physical/Hard skill) than to be a good cook
(Cooking is a M/E or Mental/Easy skill).
    Physical skills are based off of DX, so a character who is more agile will be better at
all things physical.
    Mental skills are based off of IQ, so a character who is smarter will be better at all
things mental.
    There are a few exceptions to this -- Carousing, the skill of partying hearty, is based
off of HT to reflect alcohol tolerance.
    All characters will have their native language at a skill equal to IQ+5 without
spending any points.

There are a few other things that will turn up on your character sheet:
    Go -- how fast you react during a turn of combat; determined by DX+HT divided by
four. A turn is the 1-second increment that combats are divided into.
    Move -- how far you can move in a turn; you may have different Move scores for
each type of movement. Move is expressed in "hexes," a hex a unit of space three
feet across. So, if your Move is 8 hexes, you may run 24 feet in a single turn. Your
Move is equal to your Go (rounded down) minus your Enc. (see below).
    Encumberance (Enc) -- how much weight you are carrying in terms of personal
armor, weapons, possessions, flightless friends. Enc affects your Move; if you are
carrying a lot, you will not be able to go as fast. How much Enc you can tolerate
depends on your ST. So, for instance, Goliath can carry much more than Lexington.
    Dodge -- if you want to hit someone, you'll use one of your Skills; if someone tries to
hit you and you don't want to be hit, you'll use your Dodge.
    PD -- if your character wears armor, he/she will have Passive Defense (PD), which
means that your armor will help deflect weapons.
    DR -- likewise, armor has Damage Resistance (DR), which, if the PD doesn't work,
lets the armor soak up some of the damage that would otherwise hit the character's
flesh.

    Appearance, defined as lookin' good or lookin' uu-gly, can also be an Advantage or
Disadvantage. If your character is better looking than average for your species,
that'll cost points (how many depending on how much better looking, from Attractive
up to Drop-Dead Gorgeous). If he/she is on the other end of the scale, that will earn
points (from Unattractive to Hideous). How members of other species react to his/her
looks depends on the viewer.

Equipment:
    Your character will automatically come with clothes, a selection of personal
weapons, and belongings. You'll want to make a list of everything he/she carries
when traveling.

Now that you've got a big list of Statistics and Skills, what do you do with them?
    Now it's dice time.
    GURPS is played using 3 six-sided dice (the regular old cube ones you see in
Yahtzee or Monopoly), abbreviated as "d6." You'll roll 3d6 (three six-sided dice) to
see whether or not you accomplish what you're trying to do.
    Example: big heavy boulder blocking the door; you will "roll vs." your character's ST
to see if he/she can move it. Suppose your character has a ST of 15. You'll roll and
try to get _less_ than 15 on 3d6. The amount you "make it by" will tell how
successful you are. If you roll a 12, you "make it by" 3, which is a decent success. If
you roll a 6, you "make it by" 9, and that rock is going to really move. If, however,
you roll a 16, you "missed by" 1 and the rock isn't going to budge.
    Skills and spells work the same way. Your character wants to climb a wall, so you
roll vs. his/her Climbing skill. Your character wants to look up something in the
library, so you roll vs. his/her Research skill. Your character wants to turn someone
into a newt, so you roll vs. his/her Shapeshift Other spell skill.
    Note on Criticals -- a "critical" is either an extreme success or an extreme failure.
Any roll that is "made by" or "missed by" 10 is a critical. This can be very good, or
very bad. A roll of 3 or 4 is always a critical success; a roll of 17 or 18 is always a
critical failure.
    Criticals are especially important in combat and magic. A critical success on an
attack can do extra damage to a foe; a critical failure puts your character at risk of
damaging him/herself instead. A critical success on a spell means that the spell is cast
with no energy cost on the part of the caster; a critical failure can have a variety of
bad and/or dangerous effects.
 
 
 
Introduction
Quickie GURPS Rules
Being a Gargoyle
How Combat Works
Being of the Third Race
How Magic Works
Sample Character -- Ilona of Clan Vancouver
Sample Character -- Nix the Water-Sprite
Pre-Generated Character Descriptions
E-mail the GM