ATTACKING INANIMATE OBJECTSThere are many situations in which you will want to attack something rather thansomeone. Go right ahead. It can't hit back. Any inanimate object will have a DR (damageresistance) representing its innate "toughness," and a HT (hit point) score, representingthe amount of damage it can take before it is cut, broken, or smashed. Almost any attackon an inanimate object can be generalized as (a) cutting through a rope or bar; (b)breaking through a flat surface: (c) smashing a solid object to rubble. Use the listingnearest to the object you're attacking: modify as appropriate. To attack an object:(1) Figure hit modifiers for size, speed, distance, etc. - see p. 201. If you are using ahand weapon, and have a second to "aim" your blow at a motionless object, take a +4 tohit.(2) Roll to hit. as with a normal attack. Inanimate objects get no defense roll, unlessthey are actually combatants (e.g.. robots, military vehicles).(3) Roll damage normally for your weapon, if you hit.(4) Subtract the object's damage resistance.(5) Apply the remaining damage to the object. Edged and impaling weapons do notget a "damage bonus" - that only applies to living targets. When the object's "hit points"are reduced to zero, the object has been cut. broken, or otherwise destroyed.HT of a bar or rope is the damage required to cut it. HT of a wall or slab is the damagerequired to force a 2-foot-diameter hole. Impaling damage of the listed amount will makea small hole in a slab.A complex object will have two HT listings. The first breaks it and makes it nonfunctional:the second destroys it. For example, a weapons locker might have a DR of 4(thin steel), and HT of 20/50. If you use it to block the door, it will take 50 hits to reduceit to rubble. But 20 hits will ruin it as a locker!"Weapon to use" is intended as a guideline for the players and GM. rather than ahard and fast rule. In general, just make sure that the weapon being used is one thatcould reasonably affect its target! Use common sense. A hard-driven spear could easilypenetrate a door, but that would not break the door down. A club is unlikely to damage abasketball unless the basketball has nowhere to bounce. A sword may eventually cutdown a door, but the sword will be dulled before the job is over. And so on.Object DR Hit Points Weapon to use Object DR Hit Points Weapon to useLight rope ( 3 / 8 " diameter) 1 2 Any Wallboard ( 1 / 2 " thick) 1 5 Not impalingHeavy rope ( 3 / 4 " diameter) 3 6 Edged Plywood ( 1 / 2 " thick) 3 15 Not impalingHawser (1.5" diameter) 4 10 Edged Wooden slab (1" thick) 2 10 AnySteel cable ( 1 / 4 " diameter) 2 8 Not impaling Wooden slab (2" thick) 4 20 Not impalingSteel cable ( 1 / 2 " diameter)Steel cable (1" diameter)461630EdgedAxeWooden slab (3" thick) 6 30 Axe, hammer, clubWooden pole (1" diameter) 1 3 Any Thin iron/bronze ('/ 8 ") 3 6 Not impalingWooden pole (2" diameter) 3 8 Not impaling Thin iron/bronze ('/ 4 ") 4 12 Axe, hammer, clubWooden pole (3" diameter) 4 12 Edged Iron slab ( 1 / 2 " thick) 6 25 Axe, hammer, clubWooden pole (4" diameter) 6 20 Axe Iron wall (1" thick) 8 50 Axe, hammer, clubWooden pole (6" diameter)Wooden pole (8" diameter)663050AxeAxe Thin steel ('/ 8 ") 4 10 Not impalingThin steel ( 1 / 2 ") 6 20 Axe, hammer, clubBronze/iron bar ( 1 / 2 " diameter) 1 4 Not impaling Steel slab ( 1 / 4 " thick) 7 40 Axe or hammerBronze/iron bar (1" diameter) 3 20 Axe or hammer Steel wall (1" thick) 8 80 AxeBronze/iron bar (2" diameter) 3 60 AxeBrick wall (3" thick) 6 40 Axe, hammer, clubSteel bar ('/ 2 " diameter) 2 6 Axe or hammer Concrete wall (6" thick) 4 60 Axe or hammerSteel bar (1" diameter) 6 25 Axe Stone wall (6" thick) 8 90 Axe or hammerSteel bar (2" diameter) 8 80 Axe Stone wall (12" thick) 8 180 Axe or hammer
Example of injuryFiendish Friedrick has a basic HT scoreof 14. He has the ill fortune to be trappedin a dead-end corridor by a huge band oforcs. He fights valiantly, but the orcs keepcoming, and Friedrick takes more andmore wounds.When his HT is reduced to 3, his movementsslow and falter. Soon he takesanother blow which reduces his HT toexactly zero. At the beginning of his nextturn, he tries his HT roll - and succeeds!Grimly, he hangs on to consciousness,slaying another orc. For the next two turns,he continues to make HT rolls. Each time,he succeeds (with a HT of 14. it's hard tomiss) and stays conscious.Then he fails a HT roll. Instantly, hefalls unconscious.The orcs keep hacking at him. Whenhis HT reaches -14. he must roll 14 or lesson 3 dice - or die. He makes the roll. Theorcs keep hacking (they're too stupid to cuthis throat). At -19 HT. and again at -24HT. further rolls are required. Each time.he rolls 14 or less, and clings to life. Butthe orcs keep hacking. Eventually.Friedrick will reach -70 or miss a roll: thenhe is automatically dead. Only strongmagic can help him now! And if the orcskeep on hacking until his hits go to -140(which might take a while), there willnot even be a body to revive - just aFriedrickburger.Instant DeathRegardless of HT. anyone can be killedby a cut throat, decapitation, etc. If a help -less or unconscious person is attacked inan obviously lethal way - he's dead. Don'tbother to roll for damage, calculateremaining hit points, etc.This does not apply to a merelyunaware victim. If you sneak up behind asentry, you can't automatically kill him.But you can play it out realistically. Aimfor a vital organ and attack; if the sentry isjust standing there, he can be attacked asan "inanimate object" (p. 125) and you get a+4 to your roll. Your attack roll willalmost certainly succeed. Your victim willget no active defense at all. You will probablydo enough damage to incapacitate orkill him. But it's not automatic.The life of an adventurer is not all song and glory. You get tired. You get yourclothes dirty. You may actually get hurt, or even worse, dead.Fortunately, all these problems can be cured. Even death. Read on ...INJURIESWounds and other injuries cause bodily damage, or "hits." Your HT (health) scoretells how many hits you can take. A character who goes down to 0 hit points will soonfall unconscious. It is possible to survive with a negative hit point total.The average character has 10 to 12 hit points. It should be obvious from the <strong>Basic</strong>Weapon Damage table (p. 74) that this much damage can often be done by just one ortwo blows! This is realistic. Remember that most weapons are levers (to vastly increaseyour strength), or impaling devices to reach your foe's vital organs. In reality, an averageman can kill another average man with one good head blow from a club ... let alone asword, spear or gun. Armor helps . . . but fights are deadly. Avoid them!General Damage (Lost Hit Points)Someone who is wounded repeatedly will eventually weaken and collapse, even if nosingle injury is very great. Record hits on your Character Sheet. Characters who lose mostof their hit points are affected as follows:3. 2. 1 hit points left: Your Move is cut in half: you are reeling from the wounds.0 or less hit points left: You are in immediate danger of collapse. At the beginning ofeach turn, roll against your basic HT. plus or minus Strong/Weak Will. A successmeans you may take your turn normally. A failed roll means you fall unconscious.-HT hit points: You must make your HT roll (use basic HT) or die. If you don't die,you are still able to talk, fight, etc. (assuming you are still conscious!). Another roll isrequired after each further loss of 5 hit points. If you take 6 or more hits at once, youcross two levels and must make two HT rolls. (Example: If your HT is 8. then -8 is "-HT." When you reach -8 hit points, you must make your HT roll or die. If you survive, youmust roll again at -13 hit points - and so on.)-5xHT: Automatic death. This means you have lost a total of 6xHT hit points;nobody can survive that much injury.If your character is killed, you may wish to keep track of further damage anyway. Insome magical or high-tech game worlds, a dead character can be brought back to life ifsome or all of his body is recovered.But there is a limit even to that. If a character's hit point total goes to -10 times hisoriginal HT. his body may have been totally destroyed. Whether any portions remainintact will depend on the means of destruction. 200 points' worth of arrow wounds willleave a messy, but recognizable, corpse. 200 points' worth of fire damage will leavenothing but a lump of charcoal.ShockWhenever you are injured, your IQ and DX are reduced by that amount, on yournext turn only. Example: If you take 3 hits of injury, your IQ and DX, and skills, will be -3on your next turn. Active defenses are not DX-based skills.
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17. FLIGHT.........................
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Materials Needed for PlayThe GURPS
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WHAT IS ROLEPLAYING?A roleplaying g
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Character TypesThere are no "charac
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Four numbers called "attributes" ar
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You are free to set the physical ap
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REPUTATIONSome characters are so we
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These are character traits that are
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Legal Enforcement Powers 5, 10 or 1
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Rapid Healing5 pointsThis advantage
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A minor deity as Patron to a travel
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ReputationVariable (see p. 17)Socia
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Lame-15,-25, or -35 pointsYou have
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Bad Temper-10 pointsYou are not in
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Dyslexia-5 or -15 pointsYou have a
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Pacifism-15 or -30 pointsYou are op
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Shyness-5,-10,-15 pointsYou are unc
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You have a significant responsibili
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A "quirk" is a minor personality tr
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SpecializingRequired Specialization
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MEANING OF SKILL LEVELSSo you have
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Teamster (Mental/Average)Defaults t
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Skiing (Physical/Hard)Defaults to D
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Guns/TL (Physical/Easy)Defaults to
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Any of these skills can be self-tau
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Levels of Language SkillThis table
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Most outdoor skills can be learned
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PSIONIC SKILLSThese are special men
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Forensics/TL (Mental/Hard)Defaults
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Few Hundred Acres: Knowledge of far
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Many skills in this category are ta
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Lockpicking/TL (Mental/Average) Def
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Gunner/TL See Combat Skills, p. 50M
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Now you need to decide what equipme
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Each suit of "real" armor includes
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Limitations(Continued)Fickle: varia
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Player-Made MapsWhenever the player
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Predetermined ReactionsCertain NPCs
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Dealing with the PlayersArgumentsAs
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Time Use SheetsThe Time Use Sheet (
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Weapons and Armor0. Fists and stone
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Weather(Continued)WindWinds from ga
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Gold and SilverA traditional assump
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JobsThe jobs available in each game
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Job (Prerequisites), Monthly Income
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Sooner or later, every GM wants to
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Features of a GoodAdventureA good a
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World-BuildingA game world is a com
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CRITICAL HIT TABLEAll doublings or
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When the players meet an NPC whose
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Weapons are listed in groups, accor
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MODERN AND ULTRA-TECH WEAPONSWeapon
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ANCIENT/MEDIEVAL ARMORUse this tabl
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FANTASY/MEDIEVAL EQUIPMENTThe follo
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After eight printings of the GURPS
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of Divination should match the "fla
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Minor disadvantage: -5 points. Agai
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Whether through an accident of birt
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Note that this disadvantage is inco
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SKILLSARTISTIC SKILLSVideo Producti
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traders, and chess-like games are c
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If, during an adventure, a philosop
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VITAL ORGANSThese are optional rule
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INSTANT CHARACTERSThis quick refere