Players,
You will be making your characters with the below information. Each Character can be a total of 125 points or less. GURPS has provisions for just about anything you can imagine, so if its not listed, ask for clarification and I will check the sourcebooks.
The core aspect of the game involves rolling 3d6. Hopefully this keeps things simple and moving forward.
Global Rules of GURPS:
1.) IF it exists, it exists in Gurps, and has a rule. Let me know what you are thinking and we can figure it out.
2.) Theres way more shit in sourcebooks than I will ever be able to list here, this is the most common/officially approved skills/advantages, etc.
3.) There are some things disallowed, but the absence of something here does not mean it is disallowed
4.) There may be rules here that never see the light of day in a game. You wont be rolling for fatigue on a horse unless it is relevant to the situation and RP. The speed of donning a cuirass may never come up in a game, or it may be the difference between good health and a sucking chest wound.
GURPS LITE
GURPS LITE
Last edited by admin on Tue Feb 18, 2025 8:23 pm, edited 7 times in total.
Re: GURPS LITE
SELECT YOUR ATTRIBUTES
You can get extra points by reducing your stats below 10. All stats start at 10 by default. ex. Strength of 11 costs you 10 points, Strength of 9 gives you 10 extra points to spend elsewhere.
1. Strength (ST)
Represents physical power, muscle, and ability to lift, carry, and deal damage.
Determines Hit Points (HP) and damage in melee combat.
Higher ST means better melee attacks and endurance.
Cost: 10 points per level above 10.
2. Dexterity (DX)
Represents agility, coordination, and reflexes.
Affects most physical skills, including combat, stealth, and acrobatics.
Determines Basic Speed, which affects movement and turn order.
Cost: 20 points per level above 10.
3. Intelligence (IQ)
Represents mental ability, reasoning, perception, and knowledge.
Affects most mental skills, including languages, strategy, crafting, and social skills.
Determines Willpower and Perception (how well you notice things).
Cost: 20 points per level above 10.
4. Health (HT)
Represents: Stamina, energy, and toughness.
Affect Fatigue, Resistance, Recovery
Cost: 10 points per level above 10.
Scores Relating to Attributes:
Hit Points - HP = your ST level
Will - Will = IQ Points
Perception - Per = IQ Points
Fatigue Points - FP = HT
Basic Speed - Basic Speed = HT + DX / 4
Dodge - Dodge = Basic Speed + 3
Basic Move = Basic speed rounded down
Summary
ST (Strength) - HP, melee damage, carrying capacity
DX (Dexterity) - Combat skills, agility, Basic Speed
IQ (Intelligence) - Knowledge, awareness, Willpower
HT (Health) - Fatigue, resistance to injury & illness
You can get extra points by reducing your stats below 10. All stats start at 10 by default. ex. Strength of 11 costs you 10 points, Strength of 9 gives you 10 extra points to spend elsewhere.
1. Strength (ST)
Represents physical power, muscle, and ability to lift, carry, and deal damage.
Determines Hit Points (HP) and damage in melee combat.
Higher ST means better melee attacks and endurance.
Cost: 10 points per level above 10.
2. Dexterity (DX)
Represents agility, coordination, and reflexes.
Affects most physical skills, including combat, stealth, and acrobatics.
Determines Basic Speed, which affects movement and turn order.
Cost: 20 points per level above 10.
3. Intelligence (IQ)
Represents mental ability, reasoning, perception, and knowledge.
Affects most mental skills, including languages, strategy, crafting, and social skills.
Determines Willpower and Perception (how well you notice things).
Cost: 20 points per level above 10.
4. Health (HT)
Represents: Stamina, energy, and toughness.
Affect Fatigue, Resistance, Recovery
Cost: 10 points per level above 10.
Scores Relating to Attributes:
Hit Points - HP = your ST level
Will - Will = IQ Points
Perception - Per = IQ Points
Fatigue Points - FP = HT
Basic Speed - Basic Speed = HT + DX / 4
Dodge - Dodge = Basic Speed + 3
Basic Move = Basic speed rounded down
Summary
ST (Strength) - HP, melee damage, carrying capacity
DX (Dexterity) - Combat skills, agility, Basic Speed
IQ (Intelligence) - Knowledge, awareness, Willpower
HT (Health) - Fatigue, resistance to injury & illness
Last edited by admin on Mon Feb 17, 2025 5:36 pm, edited 6 times in total.
Re: GURPS LITE
Choose Advantages and disadvantages
Advantages are innate. They cannot be gained or lost, and are a core part of your character
Set your appearance (Note as an advantage or disadvantage for character purposes)
Other Languages Spoken
All players are assumed to speak one language free of charge, and are by default unable to read or write.
You can specify other languages that you can speak for 5 points each. You cannot read or write these languages unless you also choose the literate advantage.
Choose Perks
A “perk” is a very minor advantage,worth only 1 point. Perks cannot be modified with enhancements or limitations, and they can be added in play
without upsetting game balance. Otherwise, perks use the same rules as other advantages.
Status:
10 Points per level, and starting $ to outfit character - This comes with flavor, cash, and bonuses to how others react to you. It may come with other bonuses depending on certain situations but what you see is largely what you get. Knights must choose the chivalric oath disadvantage, and Monks must choose the religious oath disadvantage.
Cost of living at the starting base zone or if characters move to a permanent spot, but is expected to get more expensive when players are on the road on adventures.
DISADVANTAGES: These are innate, but subtract from your points. They cannot be bought-away with character points after the fact, but some may be mitigated through RP circumstances. Maximum of -60 Points Allowed
Choose Quirks
These are the opposite of Perks. They are -1 points each, and give very minor disadvantages.
Advantages are innate. They cannot be gained or lost, and are a core part of your character
| Advantage | Cost | Description |
| Absolute Direction | 5 | You always know which way is north and can retrace a path without error. Useful for navigation and scouting. |
| Acute Senses (Vision, Hearing, etc.) | 2/level | Increases Perception rolls for a chosen sense (e.g., vision, hearing, or smell). |
| Ambidexterity | 5 | No penalties for using either hand equally well. Great for dual-weapon fighting. |
| Animal Empathy | 5 | You get a bonus to influence rolls with animals and can intuit their moods easily. |
| Charisma | 5/level | Increases your ability to influence others through leadership, persuasion, and social interaction. |
| Combat Reflexes | 15 | Bonuses to avoid surprise and improved ability to recover from being stunned. A must-have for warriors! |
| Common Sense | 10 | The GM warns you before you do something obviously foolish. Great for inexperienced players! |
| Danger Sense | 15 | You have an instinct for danger and can react faster to unseen threats. |
| Daredevil | 15 | You get bonuses when taking extreme risks, such as reckless charges or daring acrobatics. |
| Empathy | 15 | You can sense emotions and detect lies more easily. Very useful for diplomacy and interrogation. |
| Enhanced Parry (Specific Weapon) | 5/level | Increases your ability to parry with a specific weapon type by +1(Specify the skill). |
| Extra Attack | 25 | You can attack more than once per turn without penalties. Essential for elite fighters. |
| Fit | 5 | Faster fatigue recovery and bonus to HT rolls for endurance. |
| Hard to Kill | 2/level | Increases your chance to survive when reaching negative HP. |
| Hard to Subdue | 2/level | Makes it harder for you to be knocked unconscious. |
| Healer | 10 | Bonuses to first aid and healing-related skills. Useful for medieval doctors, monks, or herbalists. |
| High Pain Threshold | 10 | You ignore pain penalties and resist stunning better. |
| Honest Face | 1 | You look trustworthy, giving bonuses when making truthful claims. |
| Intuition | 15 | You have a "gut feeling" about choices and can ask the GM for guidance in uncertain situations. |
| Language Talent | 10 | Learn and improve languages faster. |
| Night Vision | 1/level | Reduces penalties for operating in darkness. |
| Patron | Variable | You have a powerful benefactor, such as a noble lord, church, or guild. Work with GM to determine cost based on who it is and level of response from the patron/what you owe to the patron |
| Perfect Balance | 15 | You have an exceptional sense of balance, aiding acrobatics and preventing falls. |
| Rapid Healing | 5 | You recover from injuries faster than normal. |
| Resistant to Disease | 5-15 | You are more resistant to diseases, useful in medieval settings. |
| Resistant to Poison | 5-15 | Reduces or negates effects of poisons, including venoms. |
| Strong Will | 4/level | Improves your resistance against mental influence, persuasion, and fear effects. |
| Tough Skin | 3/level | Reduces damage from attacks (a weaker form of natural armor). |
| Trained by a Master | 30 | Allows you to learn cinematic combat techniques such as Flying Leap and Power Blow. |
| Very Fit | 15 | Improved endurance, faster fatigue recovery, and better resistance to diseases and exhaustion. |
| Voice | 10 | Your voice is naturally persuasive, giving bonuses to social and performance skills. |
| Literate | 10 | You can read and write any language that you can speak |
Set your appearance (Note as an advantage or disadvantage for character purposes)
| Appearance Levels and Effects | |||
| Level | Reaction Modifier | Description | Cost |
| Hideous | -4 | Strongly deformed, repulsive, or frightening. | -16 points |
| Ugly | -2 | Noticeably unattractive or unpleasant-looking. | -8 points |
| Unattractive | -1 | Slightly below average in looks. | -4 points |
| Average | +0 | No special reaction modifiers. | 0 points |
| Attractive | +1 | Noticeably good-looking. | 4 points |
| Handsome/Beautiful | +4 | Very good-looking, turns heads. | 12 points |
| Very Handsome/Very Beautiful | +6 | Exceptionally striking, nearly perfect looks. | 16 points |
Other Languages Spoken
All players are assumed to speak one language free of charge, and are by default unable to read or write.
You can specify other languages that you can speak for 5 points each. You cannot read or write these languages unless you also choose the literate advantage.
Choose Perks
A “perk” is a very minor advantage,worth only 1 point. Perks cannot be modified with enhancements or limitations, and they can be added in play
without upsetting game balance. Otherwise, perks use the same rules as other advantages.
| Alcohol Tolerance | You can drink more alcohol before suffering penalties. |
| Beast Friend | Animals instinctively trust you, improving reactions with them. |
| Blacksmith’s Hands | Can handle hot metal with less risk of burns. |
| Bow Balance | Ignore minor penalties when firing from unstable positions. |
| Cloak Mastery | Can use a cloak for defense without penalty. |
| Cultural Adaptability | Ignore reaction penalties in a specific foreign culture. |
| Deep Sleeper | Fall asleep quickly and wake up refreshed. |
| Doodling | Can sketch or carve symbols while performing other tasks. |
| Dagger Concealment | Can hide a dagger more effectively. |
| Friends in Low Places | Have contacts among criminals and shady characters. |
| Fletcher’s Eye | Can determine the quality of arrows and bows at a glance. |
| Gentry Upbringing | Gain a reaction bonus when dealing with nobility. |
| Green Thumb | Better at farming and gardening tasks. |
| Honest Face | People naturally trust you more. |
| Juggler’s Reflexes | Small bonuses for catching and handling thrown objects. |
| Legerdemain | Skilled in minor sleight of hand tricks. |
| No Hangover | Never suffer from hangovers. |
| No Nuisance Rolls (X) | Skip unnecessary rolls for a specific skill in routine situations. |
| Off-Hand Weapon Training | No penalty for using a weapon in your off-hand. |
| Pack Alpha | Animals recognize you as dominant, improving control over them. |
| Peasant Courtesy | Avoid offending nobles through social blunders. |
| Personal Grooming | Always appear well-kept with minimal effort. |
| Practical Herbalist | Identify and use medicinal herbs more effectively. |
| Quick-Sheathe | Store weapons faster than usual. |
| Reputation Perk | Recognized and respected within a small faction. |
| Shield-Wall Training | Work efficiently with allies in a shield wall formation. |
| Sling Quick-Load | Reload a sling faster than usual. |
| Social Chameleon | Blend into different social settings with ease. |
| Stage Combat Training | Fake a fight realistically. |
| Storytelling Gift | Gain a reaction bonus from storytelling. |
| Survival Instinct | Uncanny ability to avoid life-threatening situations. |
| Sure-Footed (Terrain X) | Move with ease on specific difficult terrain types. |
10 Points per level, and starting $ to outfit character - This comes with flavor, cash, and bonuses to how others react to you. It may come with other bonuses depending on certain situations but what you see is largely what you get. Knights must choose the chivalric oath disadvantage, and Monks must choose the religious oath disadvantage.
| Wealth Level | Typical Roles | Starting Wealth | Status | Description |
| 2/Wealthy | Knight, Master Craftsman, Wealthy Merchant | $5000 | +3 | Well known in your local area, accomplished in life, +3 reaction roll, Monthly Pay $3500 |
| 1/Comfortable | Squire, Master Craftsman, Warrior Monk, Established Merchant | $2000 | +2 | Known by some, low man on the nobility totem pole or respected tradesman, +1 reaction roll, Monthly Pay $1400 |
| 0/Average | Free Citizen, Craftsman, Merchant | $1100 | +1 | Not known by many, free citizen, farms own land or a business, Monthly Pay $700 |
DISADVANTAGES: These are innate, but subtract from your points. They cannot be bought-away with character points after the fact, but some may be mitigated through RP circumstances. Maximum of -60 Points Allowed
| Disadvantage | Cost | Description |
| Bad Temper | -10 | You must make a self-control roll (usually 12 or lower) to avoid flying into a rage in stressful situations. |
| Blind | -50 | You cannot see, relying entirely on other senses. |
| Callous | -5 | Merciless if not cruel |
| Code of Honor (Professional) | -5 | You follow a strict professional code, such as always completing a contract. |
| Code of Honor (Soldier’s) | -10 | You must never abandon comrades, show cowardice, or act dishonorably in battle. |
| Code of Honor (Chivalric) | -15 | You must uphold knightly ideals—protecting the weak, keeping your word, and fighting honorably. |
| Code of Honor (Religious) | -15 | You must adhere strictly to religious doctrines, often at personal cost. |
| Debt | -1 to -30 | You owe money or resources to someone who expects repayment. |
| Delusions | -5 to -15 | You believe something untrue, such as "I am the rightful king" or "Witches are everywhere!" |
| Distinctive Feature | -5 | You have a very noticeable trait, such as a huge nose, lazy eye, or strange birthmark. |
| Drunkard | -15 | You are frequently intoxicated and struggle with alcohol addiction. |
| Dwarfism | -15 | You are much shorter than average, reducing movement and reach. |
| Epilepsy | -30 | You suffer from seizures that incapacitate you unpredictably. |
| Fat | -3 | You are large and slow. Your HT cannot exceed 15, and you take penalties to movement. |
| Fragile (Brittle, Combustible, etc.) | -5 to -20 | Your body or equipment is particularly vulnerable to certain types of damage. |
| Greed | -15 | You must make a self-control roll (usually 12 or lower) to avoid being greedy, to your own detriment sometimes |
| Hemophilia | -30 | You do not clot properly; even small wounds can be deadly. |
| Hideous Appearance | -16 | You are so ugly that people react to you with strong negative reactions. |
| Lame | -10 to -30 | You have reduced mobility, from a limp (-10) to total inability to walk (-30). |
| Lightly Excommunicated | -10 | You cannot receive Communion or a Christian burial. Those of the faith distrust you. |
| Missing Hand (One Handed) | -15 | You lack a hand, making two-handed actions impossible and other tasks harder. |
| Mute | -25 | You cannot speak, relying on gestures or writing. |
| Nightmares | -5 | You suffer terrifying dreams, sometimes losing sleep or taking penalties. |
| Obsession | -5 or -10 | You are obsessed with a particular named thing |
| One Eye | -15 | You have only one functioning eye, reducing depth perception. |
| Overconfidence | -5 | You believe yourself capable of anything and rarely back down from a challenge. |
| Paranoia | -10 | You believe everyone is out to get you, making social interaction difficult. |
| Poor | -15 | You start with only $100 and struggle to afford anything of quality. |
| Pyromania | -5 | You are obsessed with fire and may start blazes compulsively. |
| Sense of Duty (Family, Religion, etc.) | -5 to -15 | You feel obligated to protect a specific group or cause, even at great risk. |
| Short Attention Span | -10 | You struggle to focus on tasks for long periods, making study and craftsmanship difficult. |
| Slow Riser | -5 | You wake up groggy and suffer penalties upon waking. |
| Social Stigma (Serf, Exile, Heretic, etc.) | -5 to -20 | Society treats you as lesser due to your station or beliefs. |
| Stubbornness | -5 | You refuse to admit when you're wrong, leading to trouble. |
| Tics (Tourette’s Syndrome) | -15 | You have uncontrollable verbal or physical tics, leading to suspicion of witchcraft or demonic influence. |
| Tolerance | -15 | You are too tolerant of outsiders, heretics, or heathens. Many assume you consort with the Devil. |
| Truthfulness | -5 | You struggle to lie, always compelled to be honest. |
| Unlucky | -10 | Bad things seem to happen to you constantly. The GM enforces this disadvantage. |
| Unnatural Feature | -5 | You have something bizarre about your appearance—maybe a stinky odor, oddly-colored eyes, or a hunched back. |
| Vow (Chastity, Poverty, Silence, etc.) | -5 to -15 | You have taken a religious or personal vow that significantly impacts your life. |
| Weak Will | -8/level | You struggle against persuasion, fear, and mental influence. |
| Wounded Reputation | -10 | You are known for a shameful or dishonorable past act. |
Choose Quirks
These are the opposite of Perks. They are -1 points each, and give very minor disadvantages.
| Always Boasts About Ancestry – Constantly reminds others of their noble lineage or great deeds. |
| Always Challenges Insults – Never lets a slight go unanswered. |
| Always Favors the First Attack – Believes that striking first is always the right strategy. |
| Always Fights with X Weapon – Feels uncomfortable using anything else in battle. |
| Always Refers to Themselves in the Third Person – "Gunnar does not fear battle!" |
| Always Smells Like X – Is known for always smelling of incense, garlic, horses, or ale. |
| Always Wears a Hood or Hat – Uncomfortable being bare-headed. |
| Always Wears a Specific Color – Insists on dressing in red, black, blue, etc. |
| Avoids Fighting Women (or Men) – Has a personal or cultural belief against harming a specific gender. |
| Believes Bathing is Unhealthy – Avoids washing except under extreme circumstances. |
| Believes in Blooding a New Weapon – Thinks a new blade must taste blood before being effective. |
| Believes in Omens – Trusts dreams, celestial alignments, and animal behavior for guidance. |
| Believes Metals Have Spirits – Won’t wield a weapon made of melted-down arms from fallen foes. |
| Carries a Trinket from a Loved One – A locket, ribbon, or carved token, refuses to lose it. |
| Despises Archery – Considers bows dishonorable and avoids their use. |
| Distrusts Foreigners – Assumes outsiders are untrustworthy or dangerous. |
| Distrusts the Opposite Sex – Avoids working with or taking advice from them. |
| Distrusts the Written Word – Believes books, scrolls, and literacy are unnatural. |
| Fears Sorcery – Avoids magic-users, charms, and even simple superstitions. |
| Fears the Undead – Nervous in cemeteries and around ghost stories. |
| Greedy, But Only for Gold – Cares little for jewels, land, or livestock, but obsessed with gold coins. |
| Has a “Lucky” Weapon or Piece of Armor – Will go back for it if lost. |
| Has a Ritual Before Battle – Prays, sharpens their weapon a specific way, or recites a verse. |
| Has a Very Quiet Speaking Voice – Even in combat or emergencies. |
| Hates Wearing Shoes – Prefers to be barefoot whenever possible. |
| Honest But Not Trustworthy – Doesn’t lie but bends the truth or omits details. |
| Laughs at Inappropriate Times – Finds serious moments amusing. |
| Loyal to the Local Lord – Respects nobility and authority, even when it is against their interests. |
| Never Cuts Their Hair/Beard – Keeps it long due to tradition or superstition. |
| Never Kills the Unarmed – Refuses to strike those who cannot defend themselves. |
| Never Removes Helmet in Public – Keeps head covered unless alone. |
| Obsessed with Honorifics – Always refers to people by their proper titles. |
| Obsessed with Personal Grooming – Even in the wilderness, finds time to clean up. |
| Overly Polite, Even to Enemies – Insists on formalities even in combat. |
| Proud of Low Birth – Brags about being a commoner and looks down on nobles. |
| Prefers Duels to Warfare – Believes in one-on-one combat over large battles. |
| Prefers Local Dialect – Speaks in a heavy regional accent or slang even when it’s inconvenient. |
| Prefers Weapons Over Words – Quick to challenge others to duels or brawls instead of negotiating. |
| Refuses to Eat Foreign Food – Will only eat familiar meals and avoids exotic dishes. |
| Refuses to Learn Another Language – Insists that others should speak their tongue. |
| Refuses to Ride a Horse – Prefers walking, no matter how slow it is. |
| Refuses to Use a Shield – Sees shields as cowardly or unheroic. |
| Resents the Written Word – Distrusts books, scrolls, and literacy as unnatural. |
| Respects Certain Enemies – Won’t harm a knight of a specific order or members of a certain tribe. |
| Speaks in a Poetic Manner – Always uses metaphors, riddles, or rhyming speech. |
| Superstitious About X – Carries charms, avoids black cats, refuses to walk under ladders. |
| Suspicious of Water Travel – Avoids boats, convinced lakes and rivers are cursed. |
| Tattoos Mark Their Past – Has ink representing a criminal past, a warrior’s rite, or a lost love. |
| Thinks the Gods Speak Through Weather – Interprets natural phenomena as divine messages. |
| Will Not Use a Shield – Considers shields dishonorable or unnecessary. |
Last edited by admin on Mon Mar 03, 2025 11:45 am, edited 36 times in total.
Re: GURPS LITE
SKILLS
A “skill” is a particular kind of knowledge; for instance,judo, physics, auto mechanics, or a death spell. Every skill is separate, though some skills help you to learn others. Just as in real life, you start your career with some skills and can learn more if you spend time training. A number called “skill level” measures your ability with each of your skills: the higher the number, the greater your skill. When you try to do something, you (or the GM) roll 3d6 against the appropriate skill, modified for that particular situation. If the number you roll is less than or equal to your modified score for that skill, you succeed! But a roll of 17 or 18 is an automatic failure.
Skills are expressed like this: Acting (IQ/A) Default: IQ-5.
The Skill is Acting. The controlling attribute is IQ. It is an Average Skill. Without any training, your skill is performed at a base level of your IQ - 5. Your IQ is 12, so your default acting ability is 7.
You do not need to formally learn a skill to try to employ it, as you would be relying on your general skill in this area. To make your chances better, you would train in this skill to represent the time spent getting better and practicing.
Training goes by this table.
You want to train acting so that it is the same as your IQ level, 12 in this case. According to the table, that would cost 2 points. You now have an acting skill of 12.
Below is a list of most skills that would be relevant.
'
Set your Parry:
Your Parry defense is (Your skill or default skill with that weapon/2) + 3 rounded down
Set your Block:
Your Block score – is (skill or default skill/2) + 3 rounded down.
Set your DR:
DR is based on the armor that you are using for that location and is a straight passthrough of the armor stats
Head
Torso
Arm
Hand
Leg
Foot
Set your Basic Damage (Unarmed. Weapon modifiers will be calculated during combat)
A “skill” is a particular kind of knowledge; for instance,judo, physics, auto mechanics, or a death spell. Every skill is separate, though some skills help you to learn others. Just as in real life, you start your career with some skills and can learn more if you spend time training. A number called “skill level” measures your ability with each of your skills: the higher the number, the greater your skill. When you try to do something, you (or the GM) roll 3d6 against the appropriate skill, modified for that particular situation. If the number you roll is less than or equal to your modified score for that skill, you succeed! But a roll of 17 or 18 is an automatic failure.
Skills are Easy/Average/Hard and this represents the difficulty of training.The “default” for Broadsword (DX/Average) is DX-5. If your DX is 11, and you have to swing
a broadsword without training, then your “default” skill at Broadsword is 11 - 5 = 6. You need a roll of 6 or less to hit.
Skills are expressed like this: Acting (IQ/A) Default: IQ-5.
The Skill is Acting. The controlling attribute is IQ. It is an Average Skill. Without any training, your skill is performed at a base level of your IQ - 5. Your IQ is 12, so your default acting ability is 7.
You do not need to formally learn a skill to try to employ it, as you would be relying on your general skill in this area. To make your chances better, you would train in this skill to represent the time spent getting better and practicing.
Training goes by this table.
| Level | Easy | Average | Hard |
| Attribute-2 | - | - | 1 |
| Attribute-1 | - | 1 | 2 |
| Attribute-0 | 1 | 2 | 4 |
| Attribute+1 | 2 | 4 | 8 |
| Attribute+2 | 4 | 8 | 12 |
| Attribute+3 | 8 | 12 | 16 |
You want to train acting so that it is the same as your IQ level, 12 in this case. According to the table, that would cost 2 points. You now have an acting skill of 12.
Below is a list of most skills that would be relevant.
| Acting | Average | IQ | IQ-5 | Pretending to be someone else or lying convincingly. |
| Alchemy | Hard | IQ | IQ-6 | Creating potions and chemicals, often requiring magical or scientific knowledge. |
| Animal Handling | Average | IQ | IQ-5 | Training and managing animals like horses, dogs, and falcons. |
| Anthropology | Hard | IQ | IQ-6 | Understanding different cultures, customs, and societies. |
| Area Knowledge | Easy | IQ | IQ-4 | Knowledge of geography, people, and locations in a specific region. |
| Armory (Weapons, Armor, etc.) | Average | IQ | IQ-5 | Maintaining, repairing, and crafting weapons and armor. |
| Axe/Mace | Average | DX | DX-5 | Fighting with axes, maces, and war hammers. |
| Boating (Unpowered) | Average | DX | DX-5 | Operating rowboats, canoes, and similar small boats. |
| Bow | Hard | DX | DX-6 | Shooting arrows from a bow. |
| Brawling | Easy | DX | DX | Basic unarmed combat, such as punching and kicking. |
| Broadsword | Average | DX | DX-5 | Fighting with one-handed swords. |
| Camouflage | Average | IQ | IQ-4 | Concealing oneself or objects in natural surroundings. |
| Carousing | Easy | HT | HT-4 | Socializing, drinking, and blending in at parties or taverns. |
| Carpentry | Average | IQ | IQ-5 | Working with wood to build furniture, buildings, and tools. |
| Climbing | Average | DX | DX-5 | Scaling walls, cliffs, trees, and other surfaces. |
| Cooking | Easy | IQ | IQ-4 | Preparing meals, preserving food, and knowing recipes. |
| Crossbow | Easy | DX | DX-4 | Loading, aiming, and shooting a crossbow. |
| Diplomacy | Hard | IQ | IQ-6 | Negotiating deals, resolving disputes, and fostering alliances. |
| Disguise | Average | IQ | IQ-5 | Altering appearance to resemble someone else. |
| Esoteric Medicine | Hard | PER | Per-6 | Treating illness and injury in the field |
| Fast-Talk | Average | IQ | IQ-5 | Convincing or deceiving others in quick conversations. |
| Fishing | Easy | DX | DX-4 | Catching fish using rods, nets, or traps. |
| First Aid | Easy | IQ | IQ-4 | Treating illness and injury in the field |
| Flail | Hard | DX | DX-6 | Fighting with flails and similar flexible weapons. |
| Forgery | Hard | IQ | IQ-6 | Creating or altering documents. |
| Heraldry | Average | IQ | IQ-5 | Recognizing noble crests, banners, and symbols. |
| Hiking | Average | HT | HT-5 | Walking long distances efficiently. |
| History | Hard | IQ | IQ-6 | Knowledge of past events, cultures, and figures. |
| Intimidation | Average | Will | Will-5 | Using fear or coercion to influence others. |
| Jumping | Easy | DX | DX-4 | Improving performance when leaping. |
| Judo | Hard | DX | DX-6 | Defensive unarmed combat techniques focused on grappling. |
| Knife | Easy | DX | DX-3 | Fighting with small blades such as daggers. |
| Law (Medieval, Church, etc.) | Hard | IQ | IQ-6 | Understanding legal codes and judicial systems. |
| Leatherworking | Average | IQ | IQ-5 | Crafting and repairing leather goods like armor, saddles, and bags. |
| Lockpicking | Average | IQ | IQ-5 | Picking mechanical locks using tools. |
| Masonry | Average | IQ | IQ-5 | Constructing buildings with stone and mortar. |
| Merchant | Average | IQ | IQ-5 | Buying, selling, haggling, and understanding trade practices. |
| Navigation (Land) | Average | IQ | IQ-5 | Finding direction and mapping paths using landmarks and maps. |
| Occultism | Average | IQ | IQ-5 | Knowledge of supernatural lore, myths, and magical creatures. |
| Philosophy | Hard | IQ | IQ-6 | Studying ethics, logic, and theology. |
| Polearm | Average | DX | DX-5 | Fighting with halberds, glaives, and long weapons. |
| Riding (Horse, Camel, etc.) | Average | DX | DX-5 | Controlling and directing mounts. |
| Savoir-Faire (High Society, Military, etc.) | Easy | IQ | IQ-4 | Proper etiquette and behavior in different social classes. |
| Shield | Easy | DX | DX-4 | Using shields for defense in combat. Specify Buckler or Shield |
| Short Sword | Average/td] | DX | DX-5 | Short Swords |
| Smith (Blacksmith, Weaponsmith, etc.) | Hard | IQ | IQ-6 | Working metal to forge tools, weapons, and armor. |
| Spear | Average | DX | DX-5 | Fighting with a spear in melee combat. |
| Spear Thrower | Average | DX | DX-5 | Ability to use a spear thrower |
| Stealth | Average | DX | DX-5 | Moving silently to avoid detection. |
| Streetwise | Average | IQ | IQ-5 | Navigating criminal circles and urban underworlds. |
| Survival (Forest, Desert, etc.) | Average | IQ | IQ-5 | Finding food, water, and shelter in the wild. |
| Tactics | Hard | IQ | IQ-6 | Planning and executing battle strategies. |
| Tailoring | Average | IQ | IQ-5 | Making, designing, and repairing clothes. |
| Theology | Hard | IQ | IQ-6 | Knowledge of religious beliefs, doctrines, and practices. |
| Two-Handed Ax | Average | DX | DX-5 | Fighting with Mauls and equivalents |
| Thrown Weapon | Easy | DX | DX-4 | Throwing a type of weapon, must specialize in a type |
| Throwing | Easy | DX | DX-4 | Throwing relatively small objects |
| Tracking | Average | IQ | IQ-5 | Following the trail of animals, humans, or creatures. |
| Traps | Average | IQ | IQ-5 | Setting and disarming mechanical traps. |
| Two-Handed Sword | Average | DX | DX-5 | Fighting with greatswords and similar weapons. |
| Wrestling | Average | DX | DX-5 | Grappling, throwing, and wrestling maneuvers. |
Set your Parry:
Your Parry defense is (Your skill or default skill with that weapon/2) + 3 rounded down
Set your Block:
Your Block score – is (skill or default skill/2) + 3 rounded down.
Set your DR:
DR is based on the armor that you are using for that location and is a straight passthrough of the armor stats
Head
Torso
Arm
Hand
Leg
Foot
Set your Basic Damage (Unarmed. Weapon modifiers will be calculated during combat)
| ST | Thrust | Swing |
| 1 | 1d-6 | 1d-5 |
| 2 | 1d-6 | 1d-5 |
| 3 | 1d-5 | 1d-4 |
| 4 | 1d-5 | 1d-4 |
| 5 | 1d-4 | 1d-3 |
| 6 | 1d-4 | 1d-3 |
| 7 | 1d-3 | 1d-2 |
| 8 | 1d-3 | 1d-2 |
| 9 | 1d-2 | 1d-1 |
| 10 | 1d-2 | 1d |
| 11 | 1d-1 | 1d+1 |
| 12 | 1d-1 | 1d+2 |
| 13 | 1d | 2d-1 |
| 14 | 1d | 2d |
| 15 | 1d+1 | 2d+1 |
| 16 | 1d+1 | 2d+2 |
| 17 | 1d+2 | 3d-1 |
| 18 | 1d+2 | 3d |
| 19 | 2d-1 | 3d+1 |
| 20 | 2d-1 | 3d+2 |
| 21 | 2d | 4d-1 |
| 22 | 2d | 4d |
| 23 | 2d+1 | 4d+1 |
| 24 | 2d+1 | 4d+2 |
| 25 | 2d+2 | 5d-1 |
| 26 | 2d+2 | 5d |
| 27 | 3d-1 | 5d+1 |
| 28 | 3d-1 | 5d+1 |
| 29 | 3d | 5d+2 |
| 30 | 3d | 5d+2 |
Last edited by admin on Fri Feb 21, 2025 5:23 pm, edited 28 times in total.
Re: GURPS LITE
ARMOR AND WEAPONS
You are given a dollar amount to start with, and will need to outfit your character. You will be given opportunities to purchase items, materials, property, etc throughout the game.
The Costs and weights above represent a piece of armor which covers your entire chest. If you want to protect other parts of your body with armor, reference the below tables against the cost of the torso armor made of that material or otherwise offering the equivalent level of protection for that bodypart, as well as weights and don times. The tables are oriented so the larger body area is listed first, then the individual pieces which make up the whole, in case you want to be granular.
AXE (DX-5, Flail-4, or Two-Handed Axe/Mace-3)
BROADSWORD (DX-5, Shortsword-2, or Two-Handed Sword-4)
FLAIL (DX-6, Axe/Mace-4, or Two-Handed Flail-3)
KNIFE (DX-4, Shortsword-3)
Polearm (DX-5, Spear-4, Staff-4, or Two-Handed Axe/Mace-4)
TWO-HANDED AXE/MACE (DX-5, Axe/Mace-3, Polearm-4, or Two-Handed Flail-4)
Short Swords (DX-5, Broadsword-2, Knife-4)
SPEAR (DX-5, Polearm-4, or Staff-2)
TWO HANDED SWORD (DX-5, Broadsword-4)
Bow (DX-5)
Crossbow (DX-4)
THROWN WEAPON (AXE/MACE) (DX-4)
THROWN WEAPON (KNIFE) (DX-4)
THROWN WEAPON (SPEAR) DX-4
You are given a dollar amount to start with, and will need to outfit your character. You will be given opportunities to purchase items, materials, property, etc throughout the game.
| Armor Type | DR | Cost ($) | Weight (lbs) | Don Time (mins) | Description |
| Cane | 1 | 35 | 12 | 28 | Woven plant fibers, lightweight but weak. |
| Cloth, Padded | 1 | 50 | 6 | 15 | Simple quilted fabric for minor protection. |
| Layered Cloth, Light | 2 | 150 | 12 | 20 | Extra layers of padded fabric, better than basic cloth. |
| Leather, Medium | 2 | 100 | 12 | 30 | Cured leather, flexible and durable. |
| Straw | 2 | 50 | 20 | 30 | Thick bundled straw, crude but somewhat protective. |
| Hardened Leather, Medium | 2 | 125 | 15 | 30 | Stiffened leather, stronger than basic leather. |
| Layered Leather, Light | 2 | 120 | 15 | 20 | Multiple thin layers of leather for flexibility. |
| Layered Cloth, Medium | 3 | 350 | 20 | 30 | Thick, quilted layers, effective against blunt force. |
| Leather, Heavy | 3 | 200 | 20 | 30 | Thick and sturdy leather for better protection. |
| Wood | 3 | 100 | 30 | 30 | Wooden slats or panels, heavy and rigid. |
| Scale, Light | 3 | 320 | 16 | 30 | Small metal plates sewn onto fabric or leather. |
| Jack of Plates | 3 | 300 | 18 | 30 | Metal plates sewn between layers of fabric. |
| Mail, Light | 3 | 500 | 12 | 15 | Lightweight chainmail, good against cuts. |
| Segmented Plate, Light | 3 | 600 | 16 | 45 | Small metal plates linked together, flexible. |
| Brigandine, Light | 3 | 900 | 10 | 30 | Hidden metal plates inside a fabric jacket. |
| Layered Cloth, Heavy | 4 | 600 | 28 | 30 | Thickest quilted armor, decent against blunt attacks. |
| Layered Leather, Medium | 3 | 220 | 26 | 30 | Reinforced leather, better against weapons. |
| Hardened Leather, Heavy | 3 | 250 | 25 | 30 | Boiled leather, harder but still flexible. |
| Mail, Fine | 4 | 900 | 15 | 15 | High-quality mail with finer links. |
| Layered Leather, Heavy | 4 | 525 | 35 | 30 | Thick layers of reinforced leather. |
| Scale, Medium | 4 | 550 | 28 | 30 | Overlapping scales for better protection. |
| Segmented Plate, Medium | 4 | 900 | 24 | 45 | Heavier version of segmented armor. |
| Plate, Light | 3 | 1,000 | 8 | 45 | Thin metal plates, good mobility and defense. |
| Mail, Heavy | 5 | 1,200 | 18 | 15 | Thick chainmail, strong but still flexible. |
| Scale, Heavy | 5 | 1,100 | 40 | 30 | Large overlapping scales, strong defense. |
| Segmented Plate, Heavy | 5 | 1,200 | 32 | 45 | Thickest segmented armor |
| Mail and Plates | 5 | 1,000 | 20 | 20 | Mix of chainmail and rigid plates. |
| Brigandine, Medium | 5 | 1,800 | 20 | 30 | More metal plates hidden within fabric. |
| Mail, Jousting | 6 | 1,500 | 30 | 30 | Extra-thick mail, designed for heavy impacts. |
| Plate, Medium | 6 | 2,500 | 20 | 45 | Solid metal plates |
| Plate, Heavy | 9 | 4,000 | 32 | 45 | Heavy plate, maximum protection. |
| Location | Cost and Weight |
| Head | 30% |
| Skull | 20% |
| Face | 10% |
| Neck | 5% |
| Torso | 100% |
| Chest | 75% |
| Abdomen | 25% |
| Groin | 5% |
| Arms | 50% |
| Shoulders | 10% |
| Upper Arms | 10% |
| Elbows | 5% |
| Forearms | 25% |
| Hands | 10% |
| Legs | 100% |
| Thighs | 45% |
| Knees | 5% |
| Shins | 50% |
| Shield Type | DB | Cost ($) | Weight (lbs) | DR/HP | Cover DR | Description |
| Dueling Buckler | 0 | 25 | 2 | 4/11 | 6 | Small, round buckler for parrying. |
| Parrying Buckler | 1 | 50 | 8 | 4/16 | 8 | A reinforced buckler, heavier but strong. |
| Small Shield, Light | 1 | 30 | 3 | 2/12 | 5 | Lightweight small shield for mobility. |
| Small Shield, Heavy | 1 | 40 | 6 | 4/15 | 7 | Heavier small shield, better durability. |
| Comanche Shield | 2 | 100 | 16 | 4/21 | 9 | Large rawhide shield, effective for arrows. |
| Medium Shield, Light | 2 | 45 | 7 | 2/16 | 6 | Mid-sized light shield, balanced protection. |
| Homeric Buckler, Medium | 2 | 100 | 16 | 4/21 | 9 | A strong round shield from ancient Greece. |
| Medium Shield, Heavy | 2 | 60 | 14 | 4/20 | 9 | Sturdier medium shield, more protection. |
| Argive Shield | 2 | 120 | 15 | 4/20 | 9 | Large bronze shield from ancient Greece. |
| Roman Scutum, Medium | 2 | 140 | 16 | 4/25 | 10 | Roman curved shield, great against missiles. |
| Large Shield, Light | 3 | 68 | 10 | 2/18 | 6 | Large but lightweight, good coverage. |
| Mycenaean Shield | 3 | 58 | 9 | 2/17 | 6 | Early Greek body-covering shield. |
| Homeric Buckler, Large | 3 | 150 | 20 | 4/22 | 9 | Oversized round shield, strong defense. |
| Large Shield, Heavy | 3 | 90 | 20 | 4/22 | 9 | Heaviest standard shield, maximum defense. |
| Roman Scutum, Large | 3 | 200 | 22 | 4/27 | 10 | Largest Roman shield, very resilient. |
| Kite Shield | 3 | 120 | 18 | 4/21 | 9 | Tall, curved shield, used by cavalry. |
| Dueling Long Shield | 3 | 200 | 16 | 4/21 | 9 | Long shield designed for duels and reach. |
| Heater Shield | 2 | 75 | 13 | 4/19 | 8 | Classic medieval shield, good balance. |
AXE (DX-5, Flail-4, or Two-Handed Axe/Mace-3)
| Weapon | Damage | Reach | Parry | Cost | Weight | ST | Notes |
| Axe | sw+2 cut | a1 | 0U | $50 | 4 | 11 | |
| Hatchet | sw cut | 1 | 0 | $40 | 2 | 8 | [1] |
| Knobbed Club | sw+1 cr | 1 | 0 | $20 | 2 | 8 | |
| Round Mace | sw+2 cr | 1 | 0U | $35 | 5 | 12 | [1] |
| Small Axe | sw+1 cut | 1 | 0U | $45 | 3 | 10 | |
| Small Round Mace | sw+1 cr | 1 | 0U | $25 | 3 | 10 | [1] |
| Small Throwing Axe | sw+1 cut | 1 | 0U | $50 | 3 | 10 | [1] |
| Throwing Axe | sw+2 cut | 1 | 0U | $60 | 4 | 11 | [1] |
| Mace | sw+3 cr | 1 | 0U | $50 | 5 | 12 | [1] |
| Small Mace | sw+2 cr | 1 | 0U | $35 | 3 | 10 | [1] |
| Pick | sw+1 imp | 1 | 0U | $70 | 3 | 10 | [3,4] |
BROADSWORD (DX-5, Shortsword-2, or Two-Handed Sword-4)
| Weapon | Swing Damage | Thrust Damage | Reach | Parry | Cost | Weight | ST | Notes |
| Light Club | sw+1 cr | thr+1 cr | 1 | 0 | $5 | 3 | 10 | |
| Broadsword | sw+1 cut | thr+1 cr | 1 | 0 | $500 | 3 | 10 | |
| Large Falchion | sw+2 cut | thr-1 imp | 1 | 0U | $625 | 4.5 | 11 | |
| Thrusting Broadsword | sw+1 cut | thr+2 imp | 1 | 0 | $600 | 3 | 10 | |
| Bastard Sword | sw+1 cut | thr+1 cr | 1, 2 | 0U | $650 | 5 | 11 | |
| Longsword | sw+1 cut | thr+2 imp | 1, 2 | 0 | $700 | 4 | 10 | |
| Thrusting Bastard Sword | sw+1 cut | thr+2 imp | 1, 2 | 0U | $750 | 5 | 11 |
FLAIL (DX-6, Axe/Mace-4, or Two-Handed Flail-3)
| Weapon | Swing Damage | Reach | Parry | Cost | Weight | ST |
| Flail | sw+2 cr | 1 | 0U | $30 | 5 | 11 |
| Heavy Flail | sw+3 cr | 1 | 0U | $50 | 7 | 12 |
| Morningstar | sw+3 cr | 1 | 0U | $80 | 6 | 12 |
| Ball-and-Chain | sw+2 cr | 1 | 0U | $40 | 6 | 11 |
KNIFE (DX-4, Shortsword-3)
| Weapon | Swing Damage | Thrust Damage | Reach | Parry | Cost | Weight | ST |
| Small Knife | sw-3 cut | thr-1 imp | C,1 | -1 | $20 | 0.25 | 5 |
| Knife | sw-2 cut | thr imp | C,1 | -1 | $30 | 0.5 | 6 |
| Large Knife | sw-1 cut | thr+1 imp | C,1 | 0 | $40 | 1 | 7 |
| Dagger | sw-2 cut | thr imp | C,1 | 0 | $50 | 0.75 | 6 |
| Long Knife | sw cut | thr+1 imp | C,1 | 0 | $60 | 1.5 | 8 |
Polearm (DX-5, Spear-4, Staff-4, or Two-Handed Axe/Mace-4)
| Weapon | Swing Damage | Thrust Damage | Reach | Parry | Cost | Weight | ST |
| Oar | sw+3 cr | – | 1, 2* | 0U | $40 | 8 | 12‡ |
| Glaive | sw+3 cut | thr+3 imp | 2, 3* | 0U | $100 | 8 | 11‡ |
| Naginata | sw+2 cut | thr+3 imp | 1, 2* | 0U | $100 | 6 | 9† |
| Bill | sw+3 cut | thr+3 imp | 2, 3* | 0U | $125 | 8 | 11‡ |
| Dueling Bill | sw+2 cut | thr+3 imp | 1, 2* | 0U | $100 | 6 | 9† |
| Dueling Glaive | sw+2 cut | thr+3 imp | 1, 2* | 0U | $80 | 6 | 9† |
| Dueling Halberd | sw+4 cut | thr+3 imp | 1, 2* | 0U | $120 | 10 | 12† |
| Halberd | sw+5 cut | thr+3 imp | 2, 3* | 0U | $150 | 12 | 13‡ |
| Heavy Horse-Cutter | sw+5 cut | thr+3 imp | 2, 3* | 0U | $150 | 12 | 13‡ |
| Lajatang | sw+2 cut | thr+2 cut | 1, 2* | 0U | $100 | 7 | 10† |
| Light Horse-Cutter | sw+4 cut | thr+3 imp | 1, 2* | 0U | $120 | 8 | 11‡ |
| Monk’s Spade | sw+1 cut | thr+2 cut | 1, 2* | 0U | $100 | 6 | 9† |
| Poleaxe | sw+4 cut | – | 2, 3* | 0U | $120 | 10 | 12‡ |
| Pollaxe | sw+4 cr | thr+3 imp | 1, 2* | 0U | $120 | 10 | 12† |
| Weapon | Damage | Reach | Parry | Cost | Weight (lbs) | ST Score | Notes |
| Axe | sw+3 cut | 1 | 0U | $50 | 4 | 10† | - |
| Maul | sw+5 cr | 1, 2* | 0U | $80 | 12 | 13‡ | - |
| Round Mace | sw+3 cr | 1 | 0U | $35 | 5 | 11† | [1] |
| Throwing Axe | sw+3 cut | 1 | 0U | $60 | 4 | 10† | [1] |
| Great Axe | sw+4 cut | 1, 2* | 0U | $100 | 8 | 12‡ | - |
| Long Axe | sw+3 cut | 1, 2* | 0U | $75 | 6 | 11‡ | - |
| Mace | sw+4 cr | 1 | 0U | $50 | 5 | 11† | [1] |
| Warhammer | sw+4 imp | 1, 2* | 0U | $100 | 7 | 12‡ | [3, 4] |
Short Swords (DX-5, Broadsword-2, Knife-4)
| Weapon | Swing Damage | Thrust Damage | Reach | Parry | Cost | Weight | ST |
| Baton | sw cr | thr cr | 1 | 0 | $20 | 1 | 6 |
| Short Baton | sw-1 cr | thr cr | C, 1 | -1 | $10 | 0.5 | 5 |
| Long Knife | sw-1 cut | thr imp | C, 1 | 0 | $120 | 1.5 | 7 |
| Shortsword | sw cut | thr+1 imp | 1 | 0 | $400 | 2 | 8 |
| Dusack | sw cr | thr cr | 1 | 0 | $30 | 1.5 | 7 |
| Falchion | sw+1 cut | thr-2 imp | 1 | 0 | $400 | 3 | 10 |
| Large Katar | sw-1 cut | thr+2 imp | 1 | 0 | $400 | 2 | 8 |
| Large Quadrens | – | thr+2(0.5) imp | 1 | 0 | $400 | 3 | 9 |
| Small Falchion | sw cut | thr-2 imp | 1 | 0 | $200 | 2 | 8 |
| Cutlass | sw cut | thr+1 imp | 1 | 0 | $500 | 2 | 8 |
SPEAR (DX-5, Polearm-4, or Staff-2)
| Weapon | One-Hand Thrust | Two-Hand Thrust | Reach | Parry | Cost | Weight | ST |
| Spear | thr+2 imp | thr+3 imp | 1* | 0 | $40 | 4 | 10 |
| Heavy Spear | thr+4 imp | thr+3 cut | 2, 3* | 0U | $90 | 6 | 11 |
| Javelin | thr+1 imp | – | 1 | 0 | $30 | 2 | 6 |
| Short Spear | thr+1 imp | thr cut | 1 | 0 | $30 | 2 | 6 |
| Long Spear | thr+2 imp | thr+3 imp | 2, 3* | 0U | $60 | 5 | 11 |
| Pike | thr+3 imp | – | 4, 5* | 0U | $80 | 13 | 12 |
| Trident | thr+3(0.5) imp | thr+4(0.5) imp | 1* | 0U | $80 | 5 | 11 |
| Weapon | Swing | Thrust | Reach | Parry | Cost | Weight | ST |
| Bastard Sword | sw+2 cut | thr+2 cr | 1, 2 | 0 | $650 | 5 | 10 |
| Greatsword | sw+3 cut | thr+2 cr | 1, 2 | 0 | $800 | 7 | 12 |
| Longsword | sw+1 cut | thr+3 imp | 1 | 0 | $700 | 4 | 9 |
| Thrusting Bastard Sword | sw+2 cut | thr+3 imp | 1, 2 | 0 | $750 | 5 | 10 |
| Thrusting Greatsword | sw+3 cut | thr+3 imp | 1, 2 | 0 | $900 | 7 | 12 |
| TL | Weapon | Damage | Acc | Range | Weight | RoF | Shots | Cost | ST | Bulk |
| 0 | Longbow | thr+2 imp | 3 | x15/x20 | 3/0.1 | 1 | 1(2) | $200 | 11† | -8 |
| 0 | Regular Bow | thr+1 imp | 2 | x15/x20 | 2/0.1 | 1 | 1(2) | $100 | 10† | -7 |
| 0 | Short Bow | thr imp | 1 | x10/x15 | 2/0.1 | 1 | 1(2) | $50 | 7† | -6 |
| 1 | Composite Bow | thr+3 imp | 3 | x20/x25 | 4/0.1 | 1 | 1(2) | $900 | 10† | -7 |
Crossbow (DX-4)
| TL | Weapon | Damage | Acc | Range | Weight | RoF | Shots | Cost | ST | Bulk |
| 2 | Crossbow | thr+4 imp | 4 | x20/x25 | 6/0.06 | 1 | 1(4) | $150 | 7† | -6 |
| 3 | Pistol Crossbow | thr+2 imp | 1 | x15/x20 | 4/0.06 | 1 | 1(4) | $150 | 7 | -4 |
| 3 | Prodd | thr+4 pi | 2 | x20/x25 | 6/0.06 | 1 | 1(4) | $150 | 7† | -6 |
| 3 | “Goat’s Foot” | – | –– | 2 | – | (20) | $50 | 7† | – |
THROWN WEAPON (AXE/MACE) (DX-4)
| TL | Weapon | Damage | Acc | Range | Weight | RoF | Shots | Cost | ST | Bulk |
| 0 | Hatchet | sw cut | 1 | x1.5/x2.5 | 2 | 1 | T(1) | $40 | 8 | -2 |
| 0 | Throwing Axe | sw+2 cut | 2 | x1/x1.5 | 4 | 1 | T(1) | $60 | 11 | -3 |
| 2 | Mace | sw+3 cr | 1 | x0.5/x1 | 5 | 1 | T(1) | $50 | 12 | -4 |
| 2 | Small Mace | sw+2 cr | 1 | x1/x1.5 | 3 | 1 | T(1) | $35 | 10 | -3 |
THROWN WEAPON (KNIFE) (DX-4)
| TL | Weapon | Damage | Acc | Range | Weight | RoF | Shots | Cost | ST | Bulk |
| 0 | Large Knife | thr imp | 0 | x0.8/x1.5 | 1 | 1 | T(1) | $40 | 6 | -2 |
| 0 | Small Knife | thr-1 imp | 0 | x0.5/x1 | 0.5 | 1 | T(1) | $30 | 5 | -1 |
| 0 | Wooden Stake | thr(0.5) imp | 0 | x0.5/x1 | 0.5 | 1 | T(1) | $4 | 5 | -2 |
| 1 | Dagger | thr-1 imp | 0 | x0.5/x1 | 0.25 | 1 | T(1) | $20 | 5 | -1 |
| L | Weapon | Damage | Acc | Range | Weight | RoF | Shots | Cost | ST | Bulk |
| 0 | Spear | thr+3 imp | 2 | x1/x1.5 | 4 | 1 | T(1) | $40 | 9 | -6 |
| 1 | Javelin | thr+1 imp | 3 | x1.5/x2.5 | 2 | 1 | T(1) | $30 | 6 | -4 |
Last edited by admin on Wed Feb 19, 2025 1:49 pm, edited 36 times in total.
Re: GURPS LITE
ITEMS
This is a semi realistic campaign. That means if you dont buy it, you dont have it. You have lockpicking as a skill? Better buy lockpicks. Might need to make your own arrows the field? Buy the appropriate tool kit. The only exception to this is everyone is expected to already own a full set of the cheapest and plainest clothes befitting the status that you chose during character creation.
Basic replacement clothes can be purchased along the below table. Fancier versions with embellishments, finer fabrics, can range from 10 to 200 times the cost listed :
If you want to buy it, and its not on the list, ask the GM. Just about everything in GURPS is identified in a source or supplement and has a cost.
PROFESSIONAL GEAR
TOOL KITS
These kits represent basic sets of tools necessary to carry
out important crafts without equipment penalties. Some
costs and weights are rounded to account for minor odds
and ends.
Tailor’s Kit – Includes an awl, small knives or scissors, four needles, 20 pins, measuring rod, thimble, and 100’ of thread. ($95, 2.75 lbs)
Carpenter’s Kit – Includes an adze, a bow drill, four chisels, a hammer, a hatchet, a level, a measuring rod, a saw, a square, and an abrasive stone. ($250, 21 lbs)
Fletcher’s Kit – For making/repairing arrows in the field. Includes small knife, large knife, small pliers, arrow-straightener, and abrasive. ($95, 4 lbs)
Smith’s Kit – Minimal set of smithing tools: three hammers, tongs, four chisels, shears, and a file. ($330, 17.5 lbs)
Smith’s Kit (Full) – Includes a portable iron anvil. ($1,630, 117.5 lbs)
Alchemist’s Kit – Includes alembic, two aludels, brazier, two crucibles, four cupels, large pot, clean cloth, tongs, balance scale, and mortar & pestle. ($175, 25 lbs)
Stoneworker’s Kit – Includes large and small hammers, six chisels, large and small crowbars, square, level, and auger. ($551, 42.5 lbs)
This is a semi realistic campaign. That means if you dont buy it, you dont have it. You have lockpicking as a skill? Better buy lockpicks. Might need to make your own arrows the field? Buy the appropriate tool kit. The only exception to this is everyone is expected to already own a full set of the cheapest and plainest clothes befitting the status that you chose during character creation.
Basic replacement clothes can be purchased along the below table. Fancier versions with embellishments, finer fabrics, can range from 10 to 200 times the cost listed :
| Breeches, wool $5 |
| Breeches, linen $8 |
| Breeches, leather $15 |
| Boots $20 |
| Shoes $12 |
| Tunic, wool $10 |
| Tunic, brocade $20+ |
| Cloak, wool $8 |
| Cloak, fine cloth $20+ |
| Cloak, fur $100+ |
| Undershirt, linen $5 |
| Shift, linen $7 |
| Dress, linen $12 |
| Dress, cloth $25+ |
| Hat, wool $2 |
| Hat, leather $4 |
If you want to buy it, and its not on the list, ask the GM. Just about everything in GURPS is identified in a source or supplement and has a cost.
| Personal Gear & Consumer Goods Table | |||
| Item | Price ($) | Weight (lbs.) | Notes |
| Fire-Starting Gear | |||
| Firebow | 5 | 0.75 | Base fire-starting time: 2 min |
| Flint | 2 | 0.2 | Loud noise, base fire-starting time: 30 sec |
| Prepared Block | 3 | 0.5 | Base fire-starting time: 3 min |
| Enhanced Tinder | 2 | 0.1 | Halves fire-starting time |
| Burning Glass (Quartz) | 40 | 1 | Requires clear sunlight |
| Burning Glass (Glass) | 20 | 0.5 | Requires clear sunlight |
| Fire Piston | 15 | 0.5 | Base fire-starting time: 30 sec |
| Sulfur Matches (20) | 5 | Negligible | Reduces fire-starting time by 75% |
| Self-Lighting Matches (50) | 75 | Negligible | Early phosphorus match technology |
| Grooming Items | |||
| Comb | 3 | 0.2 | Often wood or bone |
| Razor | 18 | 0.2 | Stone or metal |
| Bathtub (Earthenware) | 160 | 60 | Portable tub |
| Bathtub (Metal) | 1,600 | 80 | Durable but heavy |
| Brush | 6 | 0.5 | Reed or animal hair |
| Strigil | 6 | 0.5 | Used with oil before soap |
| Tweezers | 5 | Negligible | Early grooming tool |
| Soap (Liquid, Pint) | 20 | 1 | Harsh early formula |
| Soap (Bar, 1 lb.) | 27 | 1 | Solid Mediterranean-style soap |
| Load-Bearing Gear | |||
| Carrying Frame | 60 | 7 | Holds 100 lbs. |
| Carrying Straps | 1-5 | Negligible | For various containers |
| Carrying Yoke | 70 | 3 | Holds 80 lbs., must be balanced |
| Travel Kits | |||
| Hunter-Gatherer’s Kit | 10 | 5 | Includes tools for survival |
| Pilgrim’s Kit | 210 | 40 | Basic traveler’s essentials |
| Luxury Kit | 225+ | 25 | Grooming, writing, and dining gear |
| Luxuries | |||
| Incense (per oz.) | 6-15 | Negligible | Used for rituals or scent |
| Perfume (per use) | 3-20 | 0.1 oz. | Ranges from simple to refined |
PROFESSIONAL GEAR
| Category | Tool | Description | Cost ($) | Weight (lbs) |
| Carpentry | Adze | Like an axe but with a perpendicular blade; poorly balanced for combat (-2 to skill). | 40 | 2 |
| Carpentry | Drill, Bow | Bow-like drill that spins an "arrow" to drill holes. Does thr-1(2) pi+ damage per second. | 8 | 1 |
| Carpentry | Drill, Pump | A weighted drill with a self-reversing motion. Does thr(2) pi+ damage per second. | 18 | 1.5 |
| Carpentry | Lathe | Spins wood for shaping; requires an assistant or foot pump. | 235 | 40 |
| Carpentry | Saw | Small saw for single-person use; does sw-3(2) cut per second. | 20 | 3 |
| Carpentry | Square | L-shaped tool for checking right angles. | 7 | 2 |
| Carpentry | Auger | T-shaped drill for broad holes; does sw-2(2) pi++ damage every other second. | 24 | 4 |
| Carpentry | Brace and Bit | Hand-cranked drill with a metal bit; does sw-2(2) pi++ damage per second. | 30 | 5 |
| Chemical | Alembic | Distillation apparatus; fragile, usually heated in a sand or water bath. | 8 | 1 |
| Chemical | Aludel | Sublimation vessel, used in stacks. | 2 | 0.5 |
| Chemical | Crucible | Small thick ceramic pot for melting metals. | 6 | 0.75 |
| Chemical | Cupel/Scorifier | Bone-ash vessels for isolating gold and silver. | 2 | 0.25 |
| Cloth & Leather | Awl | Tool for piercing leather and fabric; bone or horn at early tech, metal later. | 10 | 0.25 |
| Cloth & Leather | Loom, Vertical | Rope-and-wood loom for small cloth production. | 25 | 4 |
| Cloth & Leather | Needle, Sewing | Thin sliver of bone, thorn, or metal; sewing pins are half price. | 3 | neg. |
| Cloth & Leather | Spindle | Rod with a small weight for thread production; some are sharp enough to do thr-2 imp. | 4 | 0.5 |
| Cloth & Leather | Loom, Backstrap | Header board and shuttle for weaving; cloth up to a yard wide. | 36 | 5 |
| Cloth & Leather | Scissors | U-shaped metal scissors, squeezed to cut; does thr cut damage every other second. | 35 | 1.5 |
| Cloth & Leather | Thimble | Small protective cup for sewing. | 2 | neg. |
| Cloth & Leather | Loom, Treadle/Flying | Full-frame loom for faster weaving; fabric up to 6’ wide. | 440 | 60 |
| Fishing | Fish Trap | Basket trap with inward-opening doors; +2 to Fishing skill in high-density areas. | 14 | 2 |
| Fishing | Fishhook | Small barbed bone hook; metal later. | 6 | neg. |
| Fishing | Fishing Spear | Spear-like tool for catching fish near the surface; poorly balanced for throwing (-2 to skill). | - | - |
| Fishing | Net | Per square yard. | 20 | 10 |
| Mining & Tunneling | Chisel | Hand-held chisel with varied ends; converts crushing damage to piercing. | 20 | 0.75 |
| Mining & Tunneling | Crowbar, Large | 5’-6’ metal bar for leverage; cheap-quality tetsubo in combat. | 95 | 8 |
| Mining & Tunneling | Hammer | Heavy hammer with pointed end; used for mining. Small hammer (sw cr): $90, 6 lbs. Large hammer (sw+1 cr): $180, 11 lbs. | 90-180 | 6-11 |
| Mining & Tunneling | Pick | Wood/bone pick (-1 damage, breaks on stone); metal picks available later. | 35 (wood) / 70 (metal) | 2-3 |
| Mining & Tunneling | Shovel | Wooden shovel (doubles digging time) or metal-edged (1.5x time). All-metal later. | 12-25 | 4-6 |
| Smithing | Anvil | 6”-7” metal block, hardened surface, used for shaping metal. | 1300 | 100 |
| Smithing | Hammer | Various shapes; grooved hammers for wire-making, rounded or pointed ends. | 30 | 2.5 |
| Smithing | Pliers | Hand-sized tool for grasping small objects. | 15 | 1 |
| Smithing | Shears | Heavy pincer-like cutters for metal; does thr+1(2) cut damage. | 65 | 2 |
| Smithing | Tongs | 2-foot-long gripping tool for hot metal. | 40 | 3 |
| Smithing | Draw Plate | Stone block with holes for wire production. | 50 | 2 |
| Smithing | File | Metal plate with rough face for grinding edges. | 45 | 1 |
| Jeweler’s Tools | Mini Smithing Tools | Smaller versions of smithing tools, except draw plate; double cost, half weight. | Varies | Varies |
| Stone Knapping | Hammer, Soft | Bone, horn, or wood hammer for softer percussion. | 4 | 1 |
| Stone Knapping | Hammer, Stone | Rounded pebble used for breaking stone. | Free | 2 |
| Stone Knapping | Punch, Small | Antler or sharpened bone tool for pressure flaking. | 6 | 1 |
| Stone Knapping | Punch, Chest | T-shaped punch with a pointed tip for creating long, thin blades. | 10 | 2 |
| Covert Entry and Smuggling Gear | ||||
| Item | TL | Description | Cost | Weight |
| Lockpicks | 1 | Basic set with probes and blank keys | $50 | 0.2 lb |
| Good-Quality Lockpicks | 1 | More complete set (+1 to skill) | $250 | 0.5 lb |
| Housebreaker’s Kit | 2 | Lockpicks, pry-bar, mallet, chisel, saw, rope, grappling hook, lantern | $255 | 16 lbs |
| Pry-Bar (30”) | 2 | Crowbar optimized for forcing doors (+2 to ST, -4 to Holdout) | $80 | 5 lbs |
| Pry-Bar (20”) | 2 | Smaller, easier to conceal (-2 to Holdout, +1 to ST) | $60 | 2 lbs |
TOOL KITS
These kits represent basic sets of tools necessary to carry
out important crafts without equipment penalties. Some
costs and weights are rounded to account for minor odds
and ends.
Tailor’s Kit – Includes an awl, small knives or scissors, four needles, 20 pins, measuring rod, thimble, and 100’ of thread. ($95, 2.75 lbs)
Carpenter’s Kit – Includes an adze, a bow drill, four chisels, a hammer, a hatchet, a level, a measuring rod, a saw, a square, and an abrasive stone. ($250, 21 lbs)
Fletcher’s Kit – For making/repairing arrows in the field. Includes small knife, large knife, small pliers, arrow-straightener, and abrasive. ($95, 4 lbs)
Smith’s Kit – Minimal set of smithing tools: three hammers, tongs, four chisels, shears, and a file. ($330, 17.5 lbs)
Smith’s Kit (Full) – Includes a portable iron anvil. ($1,630, 117.5 lbs)
Alchemist’s Kit – Includes alembic, two aludels, brazier, two crucibles, four cupels, large pot, clean cloth, tongs, balance scale, and mortar & pestle. ($175, 25 lbs)
Stoneworker’s Kit – Includes large and small hammers, six chisels, large and small crowbars, square, level, and auger. ($551, 42.5 lbs)
Last edited by admin on Tue Feb 18, 2025 7:15 pm, edited 12 times in total.
Re: GURPS LITE
Transportation:
Players may wish to acquire transportation or transportation related items.
Livestock
Players may wish to acquire transportation or transportation related items.
| Animal | Cost | Notes |
| Riding Horse | $750 | Standard riding horse. |
| Warhorse | $8,000 | Trained for combat. More durable and disciplined. |
| Draft Horse | $500 | Stronger but slower than a riding horse. Used for heavy loads. |
| Pony | $600 | Smaller, for lighter riders or rugged terrain. |
| Donkey | $150 | Cheap, sturdy, and efficient for carrying small loads. |
| Mule | $200 | Stronger and hardier than a donkey. Can carry heavier loads. |
| Camel | $800 | Well-adapted to desert environments. Can go long distances without water. |
| War Camel | $3,000 | Trained for combat, used in desert warfare. |
| TL | Vehicle | ST/HP | Hnd/SR | HT | Move | LWt. | Load | SM | Occ. | DR | Range | Cost | Locations |
| 0 | Dogsled | 27† | 0/2 | 12 | 6/6 | 0.29 | 0.14 | +1 | 1 | 2 | F | $400 | 14DER |
| 1 | Fifty-Man Sledge | 77† | -4/5 | 12c | 2/2 | 4.0 | 0.5 | +2 | – | 12 | F | $2.5K | 50DR |
| 1 | Heavy Chariot | 23† | 0/2 | 11c | 3/7* | 0.39 | 0.3 | +2 | 1+2 | 2 | F | $660 | 4DE2W |
| 1 | Light Chariot | 16† | +1/1 | 11c | 4/9* | 0.23 | 0.2 | +1 | 1+1 | 1 | F | $330 | 2DE2W |
| 1 | Oxcart | 34† | -3/3 | 11c | 1/1 | 0.9 | 0.6 | +1 | – | 2 | F | $340 | 2D2W |
| 1 | Straddle Car | 14† | 0/2 | 12c | 2/5 | 0.12 | 0.1 | +1 | 1 | 0 | F | $165 | 1DE2W |
| 2 | Battle Car | 14† | +2/1 | 11c | 4/10* | 0.22 | 0.2 | +1 | 1+1 | 1 | F | $250 | 2DE2W |
| 3 | Wagon | 35† | -3/4 | 12c | 4/8* | 0.84 | 0.5 | +2 | 1 | 2 | F | $680 | 2DE4W |
| 3 | War Wagon | 50† | -4/5 | 12c | 3/6* | 3 | 2 | +4 | 2+18 | 5 | F | $2K | 4DE4W |
| 4 | Carriage | 47† | -1/2 | 10c | 4/10* | 1.6 | 0.8 | +2 | 1+6 | 2 | F | $10.5K | 2DO4W |
| 4 | Coach | 54† | -2/3 | 12c | 4/9* | 2.4 | 1.2 | +3 | 1+9 | 2 | F | $17K | 4DO4W |
| 4 | Sleigh | 23† | 0/2 | 10c | 4/6 | 0.3 | 0.2 | +1 | 1+1 | 1 | F | $5K | 1DOR |
Livestock
| nimal | Cost | Explanation |
| Dog | $10 | A common working or companion animal, dogs can be used for herding, guarding, or hunting. The price varies depending on breed, training, and purpose. |
| Heifer | $200 | A young female cow that has not yet given birth. Generally raised for dairy or breeding purposes. |
| Milking Cow | $250 | A mature female cow that is actively producing milk. More valuable than a heifer due to its milk production capability. |
| Ox or Bull | $400 | An ox is a castrated male trained for draft work, while a bull is an intact male used for breeding. Both are large and strong, making them useful for farming and transport. |
| Hawk | $100 | A trained bird of prey used for hunting (falconry). Requires skill and training to handle properly. |
| Ewe | $100 | A female sheep, primarily used for wool and breeding. |
| Ram | $250 | A male sheep, valued for breeding purposes. More expensive than a ewe due to its role in herd reproduction. |
| Goat | $150 | A versatile farm animal, used for milk, meat, and sometimes wool. Generally hardy and easier to maintain than cows. |
| Sow | $200 | A female pig, usually raised for breeding and producing piglets. |
| Boar | $300 | A male pig, typically used for breeding. More valuable than a sow due to its reproductive role. |
| Item | Cost | Benefits |
| Blanket (TL1) | $25 | +1 to HT-based rolls (horse & rider) to resist FP loss. Prevents chafing. |
| Bridle (TL1) | $10 | +1 to Riding (one-handed, net -2); +2 to Riding (two-handed, net -1). |
| Bridle and Bit (TL1) | $35 | +2 to Riding (one-handed, net -1); +3 to Riding (two-handed, no penalty). |
| Halter (TL1) | $5 | +1 to Animal Handling for leading/tethering. Unsafe for riding. |
| Riding Crop (TL2) | $10 | +1 to Riding to control a mount. Can be used in the same hand as reins. |
| Saddle, Cushioned (TL2) | $100 | +2 to HT-based rolls (horse & rider) to resist FP loss. +1 to Riding to stay mounted. Halves encumbrance penalties to Riding. |
| Saddle, Horned (TL2) | $200 | +3 to Riding to stay mounted. No encumbrance penalties to Riding. +2 to HT-based rolls (horse & rider) to resist FP loss. Unconscious riders stay mounted (10 or less on 3d). Dismounting: -2 to jump off. |
| Saddle, Riding (TL2) | $150 | +2 to Riding to stay mounted. No encumbrance penalties to Riding. +2 to HT-based rolls (horse & rider) to resist FP loss. |
| Saddle, War (TL3) | $250 | All benefits of the horned saddle, but no penalty to dismount quickly. |
| Sidesaddle (TL4) | $225 | -1 to stay mounted, no penalty to control the mount. +2 to HT-based rolls (horse), +1 (rider). Dismounting: -2 to jump off. |
| Saddlebags (TL2) | $100 | Can carry up to 40 lbs of gear. |
| Spurs (TL2) | $25 | +1 to Riding to control a horse. |
| Horseshoes (TL3) | $50 (set) | +2 to HT-based rolls (horse) to resist FP loss. Prevents crippling on hard surfaces. |
| Stirrups (TL3) | $125 | +1 to Riding to control a mount. Allows vaulting onto a horse without a penalty. Enables standing for combat advantages. Supports Lance skill (when used with a war saddle). |
Last edited by admin on Wed Feb 26, 2025 8:34 am, edited 8 times in total.
