Each suit of "real" armor includes a set of light, common clothing to wear underneathit; you do not have to buy clothing separately and add in the weight! A suit ofchainmail includes heavy cloth padding under the chain.Choosing Your WeaponsThe weapons you carry should be determined first by your skills, and then by yourstrength and budget. If you can't use it, don't buy it. Note, too, that most places havelaws or customs that govern the sort of weapons and armor you may wear on the streetwithout attracting attention. A suit of plate armor in the average medieval village would beevery bit as conspicuous - and threatening - as a machine gun in the corner grocery store!High-tech weapons (like guns) will work for anyone who knows how to use them.Low-tech weapons, like clubs and swords, do more damage when wielded by a strongperson, and you will usually want to carry the heaviest weapon that your strength andskill will allow.The combat rules are in Chapters 13 and 14. This section will present just enoughinformation to let you equip yourself intelligently. If your character is a total non-fightertype, you can skim through this section.<strong>Basic</strong> Weapon Damage"<strong>Basic</strong> damage" is the impact damage a weapon does, before its point or cuttingedge is considered. The table on p. 74 is used to figure how much damage each weapondoes, based on two factors: the attack type and the strength of the user. Some weapons domore or less damage (in particular, large weapons do extra damage), so check theWeapon Table listing for your particular weapon.Damage is shown as "dice plus adds." For example, "2d" means you roll two dice tocalculate the damage done. "2d+l" means that you roll two dice and add 1 to theresult. Thus, a roll of 7 would mean 8 hits of damage. "2d-l" means that you roll twodice and subtract 1 from the result - and so on.If you hit with a cutting or impaling attack, or a bullet, you always get at least one hitof basic damage if the basic damage roll was capable of wounding. Thus, if you strikewith a dagger for "ld-4" damage, and roll a 2. you do not do -2 hits, or even zero hits.Any time your damage works out to zero or a negative number, count it as 1 hit.(Remember, this is before the effects of armor. It is quite possible to do zero damageonce armor is accounted for.)However, if you hit the foe with a crushing attack, you can do zero damage. If your fistdoes "ld-4" damage and you roll a 2, you did no damage.Types of AttackThere are two main types of weapon attack: thrusting and swinging. A swingingattack does more damage, because the weapon acts as a lever to multiply your ST. Thefollowing table shows how much basic damage each type of weapon does, according to theuser's Strength.The columns show the number of dice rolled to determine damage. Example: Ifyour ST is 10, you will do ld-2 basic damage with any thrusting type attack, or 1 die ofbasic damage when you swing a weapon. So: if you attack with a sword and roll a 6, youwill do 6 points of basic damage if you swing the sword, or only 4 if you thrust.Weapon EffectsDifferent weapons do different typesand amounts of damage, because they areused in different ways.Each weapon is described by twoterms: damage type (cutting, crushing orimpaling), and damage amount (defined bythe way the weapon is used), which tellshow hard it hits.Thrusting AttacksThese blows strike with only the forceof your muscle behind them. (Someweapons, like crossbows, add a "lever"effect, and they get damage bonuses.)A thrusting/crushing weapon (fist,blunt arrow, end of a staff) is the leastdeadly type!A thrusting/impaling weapon (spear,arrow, knife) is far deadlier. It always doesat least one hit of basic damage. And what -ever damage the target's armor does notstop will be doubled!Note that, at the same strength, anarrow does the same impaling damage as asword or spear. This is intentional! Anarrow makes a smaller but deeper wound.Overall damage is roughly equivalent.Swinging AttacksSwung weapons, like polearms andswords, are levers to increase your forcewhen you strike. Thus, your basic damageis greater when you swing a weapon thanwhen you thrust with that same weapon.Of course, a heavy swung weapon doeseven more damage, and will get a damagebonus (see Weapon Tables).A swinging/crushing weapon, like aclub or maul, can do a great deal of basicdamage if it is heavy. It can also knockyour foe backwards (see p. 106) if you hithim hard enough. But it does no bonusdamage.A swinging/cutting weapon, like asword, will get a 50% damage bonus if itgets through your foe's armor.A swinging/impaling weapon, like apick, halberd or warhammer, can be thedeadliest of all. It will have a high basicdamage, which lets it get through armor -and the damage that penetrates armor isdoubled, as for any impaling weapon. Thedrawback of such weapons is that they canget stuck when you hit your foe (see p. 96).Alternative AttacksSome types of weapons can be used indifferent ways. For instance, some swordscan be swung for a cutting attack, or thrustfor an impaling attack. This is shown onthe Weapon Tables. Before you strike withsuch a weapon, specify how you areattacking.
Weapon TablesA "Weapon Table" is a list of weapons,showing damage, weight, cost and otherinformation. The Weapon Tables are in theCharts & Tables section.Each game world released for <strong>GURPS</strong>will include the appropriate WeaponTables, armor lists, etc., for that world.Weapon QualityThe Weapon Table prices assumeweapons of "good" quality. Fine qualityweapons may be made for Good qualityprices at TL7+ due to improvements in metallurgy.The qualities and relative prices are:Swords. Swords are very costly. This isbecause, especially at low tech levels, it isno mean feat to temper a piece of steel tomake it thin, light, yet strong and capableof holding an edge! Thus, there is a widerange of quality among knives and swords.A cheap sword (bronze or poor steel)has a 2/3 chance of breaking when it parriesa very heavy weapon, and is more likely tobreak on a critical miss. But it costs only40% of the price shown in the table.A good sword is as listed in the table. Ithas a 1/3 chance of breaking when it parriesa very heavy weapon (see pp. 99 and 111).All weapons mentioned will be of thisquality unless specified otherwise.A fine sword has only a 1/6 chance ofbreaking when it parries a very heavyweapon. It holds a better edge, so it does +1basic damage. It costs 4 times the listed price.A very fine sword will not break on aparry. It does +2 damage. It costs at least20 times the listed price - and very fineswords are not available in most places!Axes, polearms, and other cutting andimpaling weapons of fine quality areunusual (because the armorer must, ineffect, use sword steel). Therefore, theycost 10 times the listed price. They also do+1 basic damage. Very fine and cheapweapons of this type are rarely made.Maces and other crushing weapons maybe of fine quality; they cost three times thelisted amount and resist breakage, asabove, but do no extra damage.Bows and crossbows of fine quality willshoot 20% farther than normal weapons.They cost four times the listed amount.Guns, beam weapons, etc. of fine qualitywill be more beautiful, or more accurate, orboth, but usually have no extra range ordamage. Cheap guns are often available;cost depends on the game world (generically,60% of listed price). They are less accurate (aminus to Acc of 1 to 10) and more likely tomalfunction in upsetting ways.Magical weapons are covered inChapter 19, Magic. They are more likely tovary in Power than in physical quality.Strength ofattackerThrusting attack (fist,spear, etc.)1 ld-9 ld-92 ld-8 ld-83 ld-7 ld-74 ld-6 ld-65 ld-5 ld-56 ld-4 ld-47 ld-3 ld-38 ld-3 ld-29 ld-2 ld-110 ld-2 1d11 ld-1 ld+112 ld-1 ld+213 1d 2d-l14 1d 2d15 ld+1 2d+l16 ld+1 2d+217 ld+2 3d-l18 ld+2 3d19 2d-l 3d+l20 2d-l 3d+2See p. 248 for a chart covering higher levels of ST.Swinging attack(sword, club, etc.)Listing <strong>Basic</strong> Damage On Your Character SheetOn the table above, find your Strength. Read across to the two types of basic damagethrusting and swinging. Copy these two numbers onto your Character Sheet. The "<strong>Basic</strong>Damage" box is just below the "ST/Fatigue" box, since basic damage is based on ST.You will refer to this whenever you need to figure how much damage you do with aprimitive weapon. The specific weapon you use will affect this number - a greataxedoes more damage than a shortsword. See p. 75.Damage Types and Damage BonusWeapons do three basic types of damage: impaling, cutting and crushing. Impalingweapons are those that strike with a sharp point. Cutting weapons strike with an edgeCrushing weapons strike with a blunt surface. So, for instance, a fist or club is a crushingweapon. A spear or arrow is an impaling weapon, a sword or axe is a cutting weapon.Cutting and impaling weapons are more effective on flesh than on armorTherefore, they do bonus damage - but only if they penetrate the armor.When you hit with a cutting weapon, all damage that gets through the target's armor(and other Damage Resistance) is increased by 50%, rounded down. Suppose you strikewith a sword and do 8 points of damage, 5 of which get through the armor. Half of 5 is2,5. So the victim takes an extra 2 points of damage, for a total of 7.When you hit with an impaling weapon, the damage that gets through the armor isdoubled. If you hit your foe with a spear, and 5 points of damage get through the armor hetakes 10 "hits" of injury!Thus, impaling weapons are deadly against unarmored targets. For a well-armoredtarget, a heavy, swung weapon (an axe or maul) may be best, because it can overcome theDR of the armor and get through to the wearer!Bullets are a special case; different types of bullets have different damage multipliers.Dum-dums, for instance, are treated as impaling because they do terrible damage to flesh.Armor-piercing bullets have a high basic damage, to punch through armor, but the damagethat gets through the armor is halved because the bullet cuts right through the targetwithout mushrooming.
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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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- Page 42 and 43: SpecializingRequired Specialization
- Page 44 and 45: MEANING OF SKILL LEVELSSo you have
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After the initial "freeze" ends, ea
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ATTACKING INANIMATE OBJECTSThere ar
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This subtraction will mostoften aff
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Psionic healing (p. 175) and magica
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DrowningSee the rules for Swimming,
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protects completely. Toughness prot
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Resolving mounted or vehicular comb
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Using Ranged Weapons From Horseback
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This section covers special rules f
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HT: Health and Hit PointsFor a roug
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Swarm AttacksA group of small creat
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Encumbrance and MovementEncumbrance
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A critical miss means the energy co
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oll will not end the spell, but the
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If the subject makes the resistance
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won't work. If anyone but the caste
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ANIMAL SPELLSThese are the spells r
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If the summoning spell is repeated,
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Cost: 1 for an object up to the siz
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Armor EnchantmentsThese spells work
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AuraInformationShows the caster a g
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Psionics, or "psi" abilities, are p
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GlossaryESP - Extra-Sensory Percept
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Psionics and MagicMagic and psionic
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PSYCHOKINESISThis power covers movi
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Pside EffectsPsi skills can have "s
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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