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GURPS LITE

Posted: Sun Feb 16, 2025 5:14 pm
by admin
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.

Re: GURPS LITE

Posted: Sun Feb 16, 2025 5:24 pm
by admin
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

Re: GURPS LITE

Posted: Sun Feb 16, 2025 6:46 pm
by admin
Choose Advantages and disadvantages

Advantages are innate. They cannot be gained or lost, and are a core part of your character
AdvantageCostDescription
Absolute Direction5You always know which way is north and can retrace a path without error. Useful for navigation and scouting.
Acute Senses (Vision, Hearing, etc.)2/levelIncreases Perception rolls for a chosen sense (e.g., vision, hearing, or smell).
Ambidexterity5No penalties for using either hand equally well. Great for dual-weapon fighting.
Animal Empathy5You get a bonus to influence rolls with animals and can intuit their moods easily.
Charisma5/levelIncreases your ability to influence others through leadership, persuasion, and social interaction.
Combat Reflexes15Bonuses to avoid surprise and improved ability to recover from being stunned. A must-have for warriors!
Common Sense10The GM warns you before you do something obviously foolish. Great for inexperienced players!
Danger Sense15You have an instinct for danger and can react faster to unseen threats.
Daredevil15You get bonuses when taking extreme risks, such as reckless charges or daring acrobatics.
Empathy15You can sense emotions and detect lies more easily. Very useful for diplomacy and interrogation.
Enhanced Parry (Specific Weapon)5/levelIncreases your ability to parry with a specific weapon type by +1(Specify the skill).
Extra Attack25You can attack more than once per turn without penalties. Essential for elite fighters.
Fit5Faster fatigue recovery and bonus to HT rolls for endurance.
Hard to Kill2/levelIncreases your chance to survive when reaching negative HP.
Hard to Subdue2/levelMakes it harder for you to be knocked unconscious.
Healer10Bonuses to first aid and healing-related skills. Useful for medieval doctors, monks, or herbalists.
High Pain Threshold10You ignore pain penalties and resist stunning better.
Honest Face1You look trustworthy, giving bonuses when making truthful claims.
Intuition15You have a "gut feeling" about choices and can ask the GM for guidance in uncertain situations.
Language Talent10Learn and improve languages faster.
Night Vision1/levelReduces penalties for operating in darkness.
PatronVariableYou 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 Balance15You have an exceptional sense of balance, aiding acrobatics and preventing falls.
Rapid Healing5You recover from injuries faster than normal.
Resistant to Disease5-15You are more resistant to diseases, useful in medieval settings.
Resistant to Poison5-15Reduces or negates effects of poisons, including venoms.
Strong Will4/levelImproves your resistance against mental influence, persuasion, and fear effects.
Tough Skin3/levelReduces damage from attacks (a weaker form of natural armor).
Trained by a Master30Allows you to learn cinematic combat techniques such as Flying Leap and Power Blow.
Very Fit15Improved endurance, faster fatigue recovery, and better resistance to diseases and exhaustion.
Voice10Your voice is naturally persuasive, giving bonuses to social and performance skills.
Literate10You 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
LevelReaction ModifierDescriptionCost
Hideous-4Strongly deformed, repulsive, or frightening.-16 points
Ugly-2Noticeably unattractive or unpleasant-looking.-8 points
Unattractive-1Slightly below average in looks.-4 points
Average+0No special reaction modifiers.0 points
Attractive+1Noticeably good-looking.4 points
Handsome/Beautiful+4Very good-looking, turns heads.12 points
Very Handsome/Very Beautiful+6Exceptionally 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 ToleranceYou can drink more alcohol before suffering penalties.
Beast FriendAnimals instinctively trust you, improving reactions with them.
Blacksmith’s HandsCan handle hot metal with less risk of burns.
Bow BalanceIgnore minor penalties when firing from unstable positions.
Cloak MasteryCan use a cloak for defense without penalty.
Cultural AdaptabilityIgnore reaction penalties in a specific foreign culture.
Deep SleeperFall asleep quickly and wake up refreshed.
DoodlingCan sketch or carve symbols while performing other tasks.
Dagger ConcealmentCan hide a dagger more effectively.
Friends in Low PlacesHave contacts among criminals and shady characters.
Fletcher’s EyeCan determine the quality of arrows and bows at a glance.
Gentry UpbringingGain a reaction bonus when dealing with nobility.
Green ThumbBetter at farming and gardening tasks.
Honest FacePeople naturally trust you more.
Juggler’s ReflexesSmall bonuses for catching and handling thrown objects.
LegerdemainSkilled in minor sleight of hand tricks.
No HangoverNever suffer from hangovers.
No Nuisance Rolls (X)Skip unnecessary rolls for a specific skill in routine situations.
Off-Hand Weapon TrainingNo penalty for using a weapon in your off-hand.
Pack AlphaAnimals recognize you as dominant, improving control over them.
Peasant CourtesyAvoid offending nobles through social blunders.
Personal GroomingAlways appear well-kept with minimal effort.
Practical HerbalistIdentify and use medicinal herbs more effectively.
Quick-SheatheStore weapons faster than usual.
Reputation PerkRecognized and respected within a small faction.
Shield-Wall TrainingWork efficiently with allies in a shield wall formation.
Sling Quick-LoadReload a sling faster than usual.
Social ChameleonBlend into different social settings with ease.
Stage Combat TrainingFake a fight realistically.
Storytelling GiftGain a reaction bonus from storytelling.
Survival InstinctUncanny ability to avoid life-threatening situations.
Sure-Footed (Terrain X)Move with ease on specific difficult terrain types.
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.
Wealth LevelTypical RolesStarting WealthStatusDescription
2/WealthyKnight, Master Craftsman, Wealthy Merchant$5000+3Well known in your local area, accomplished in life, +3 reaction roll, Monthly Pay $3500
1/ComfortableSquire, Master Craftsman, Warrior Monk, Established Merchant$2000+2Known by some, low man on the nobility totem pole or respected tradesman, +1 reaction roll, Monthly Pay $1400
0/AverageFree Citizen, Craftsman, Merchant$1100+1Not known by many, free citizen, farms own land or a business, Monthly Pay $700
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
DisadvantageCostDescription
Bad Temper-10You must make a self-control roll (usually 12 or lower) to avoid flying into a rage in stressful situations.
Blind-50You cannot see, relying entirely on other senses.
Callous-5Merciless if not cruel
Code of Honor (Professional)-5You follow a strict professional code, such as always completing a contract.
Code of Honor (Soldier’s)-10You must never abandon comrades, show cowardice, or act dishonorably in battle.
Code of Honor (Chivalric)-15You must uphold knightly ideals—protecting the weak, keeping your word, and fighting honorably.
Code of Honor (Religious)-15You must adhere strictly to religious doctrines, often at personal cost.
Debt-1 to -30You owe money or resources to someone who expects repayment.
Delusions-5 to -15You believe something untrue, such as "I am the rightful king" or "Witches are everywhere!"
Distinctive Feature-5You have a very noticeable trait, such as a huge nose, lazy eye, or strange birthmark.
Drunkard-15You are frequently intoxicated and struggle with alcohol addiction.
Dwarfism-15You are much shorter than average, reducing movement and reach.
Epilepsy-30You suffer from seizures that incapacitate you unpredictably.
Fat-3You are large and slow. Your HT cannot exceed 15, and you take penalties to movement.
Fragile (Brittle, Combustible, etc.)-5 to -20Your body or equipment is particularly vulnerable to certain types of damage.
Greed-15You must make a self-control roll (usually 12 or lower) to avoid being greedy, to your own detriment sometimes
Hemophilia-30You do not clot properly; even small wounds can be deadly.
Hideous Appearance-16You are so ugly that people react to you with strong negative reactions.
Lame-10 to -30You have reduced mobility, from a limp (-10) to total inability to walk (-30).
Lightly Excommunicated-10You cannot receive Communion or a Christian burial. Those of the faith distrust you.
Missing Hand (One Handed)-15You lack a hand, making two-handed actions impossible and other tasks harder.
Mute-25You cannot speak, relying on gestures or writing.
Nightmares-5You suffer terrifying dreams, sometimes losing sleep or taking penalties.
Obsession-5 or -10You are obsessed with a particular named thing
One Eye-15You have only one functioning eye, reducing depth perception.
Overconfidence-5You believe yourself capable of anything and rarely back down from a challenge.
Paranoia-10You believe everyone is out to get you, making social interaction difficult.
Poor-15You start with only $100 and struggle to afford anything of quality.
Pyromania-5You are obsessed with fire and may start blazes compulsively.
Sense of Duty (Family, Religion, etc.)-5 to -15You feel obligated to protect a specific group or cause, even at great risk.
Short Attention Span-10You struggle to focus on tasks for long periods, making study and craftsmanship difficult.
Slow Riser-5You wake up groggy and suffer penalties upon waking.
Social Stigma (Serf, Exile, Heretic, etc.)-5 to -20Society treats you as lesser due to your station or beliefs.
Stubbornness-5You refuse to admit when you're wrong, leading to trouble.
Tics (Tourette’s Syndrome)-15You have uncontrollable verbal or physical tics, leading to suspicion of witchcraft or demonic influence.
Tolerance-15You are too tolerant of outsiders, heretics, or heathens. Many assume you consort with the Devil.
Truthfulness-5You struggle to lie, always compelled to be honest.
Unlucky-10Bad things seem to happen to you constantly. The GM enforces this disadvantage.
Unnatural Feature-5You have something bizarre about your appearance—maybe a stinky odor, oddly-colored eyes, or a hunched back.
Vow (Chastity, Poverty, Silence, etc.)-5 to -15You have taken a religious or personal vow that significantly impacts your life.
Weak Will-8/levelYou struggle against persuasion, fear, and mental influence.
Wounded Reputation-10You 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.

Re: GURPS LITE

Posted: Sun Feb 16, 2025 9:01 pm
by admin
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.
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 Easy/Average/Hard and this represents the difficulty of training.

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.
LevelEasyAverageHard
Attribute-2--1
Attribute-1-12
Attribute-0124
Attribute+1248
Attribute+24812
Attribute+381216


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.



ActingAverageIQIQ-5Pretending to be someone else or lying convincingly.
AlchemyHardIQIQ-6Creating potions and chemicals, often requiring magical or scientific knowledge.
Animal HandlingAverageIQIQ-5Training and managing animals like horses, dogs, and falcons.
AnthropologyHardIQIQ-6Understanding different cultures, customs, and societies.
Area KnowledgeEasyIQIQ-4Knowledge of geography, people, and locations in a specific region.
Armory (Weapons, Armor, etc.)AverageIQIQ-5Maintaining, repairing, and crafting weapons and armor.
Axe/MaceAverageDXDX-5Fighting with axes, maces, and war hammers.
Boating (Unpowered)AverageDXDX-5Operating rowboats, canoes, and similar small boats.
BowHardDXDX-6Shooting arrows from a bow.
BrawlingEasyDXDXBasic unarmed combat, such as punching and kicking.
BroadswordAverageDXDX-5Fighting with one-handed swords.
CamouflageAverageIQIQ-4Concealing oneself or objects in natural surroundings.
CarousingEasyHTHT-4Socializing, drinking, and blending in at parties or taverns.
CarpentryAverageIQIQ-5Working with wood to build furniture, buildings, and tools.
ClimbingAverageDXDX-5Scaling walls, cliffs, trees, and other surfaces.
CookingEasyIQIQ-4Preparing meals, preserving food, and knowing recipes.
CrossbowEasyDXDX-4Loading, aiming, and shooting a crossbow.
DiplomacyHardIQIQ-6Negotiating deals, resolving disputes, and fostering alliances.
DisguiseAverageIQIQ-5Altering appearance to resemble someone else.
Esoteric MedicineHardPERPer-6Treating illness and injury in the field
Fast-TalkAverageIQIQ-5Convincing or deceiving others in quick conversations.
FishingEasyDXDX-4Catching fish using rods, nets, or traps.
First AidEasyIQIQ-4Treating illness and injury in the field
FlailHardDXDX-6Fighting with flails and similar flexible weapons.
ForgeryHardIQIQ-6Creating or altering documents.
HeraldryAverageIQIQ-5Recognizing noble crests, banners, and symbols.
HikingAverageHTHT-5Walking long distances efficiently.
HistoryHardIQIQ-6Knowledge of past events, cultures, and figures.
IntimidationAverageWillWill-5Using fear or coercion to influence others.
JumpingEasyDXDX-4Improving performance when leaping.
JudoHardDXDX-6Defensive unarmed combat techniques focused on grappling.
KnifeEasyDXDX-3Fighting with small blades such as daggers.
Law (Medieval, Church, etc.)HardIQIQ-6Understanding legal codes and judicial systems.
LeatherworkingAverageIQIQ-5Crafting and repairing leather goods like armor, saddles, and bags.
LockpickingAverageIQIQ-5Picking mechanical locks using tools.
MasonryAverageIQIQ-5Constructing buildings with stone and mortar.
MerchantAverageIQIQ-5Buying, selling, haggling, and understanding trade practices.
Navigation (Land)AverageIQIQ-5Finding direction and mapping paths using landmarks and maps.
OccultismAverageIQIQ-5Knowledge of supernatural lore, myths, and magical creatures.
PhilosophyHardIQIQ-6Studying ethics, logic, and theology.
PolearmAverageDXDX-5Fighting with halberds, glaives, and long weapons.
Riding (Horse, Camel, etc.)AverageDXDX-5Controlling and directing mounts.
Savoir-Faire (High Society, Military, etc.)EasyIQIQ-4Proper etiquette and behavior in different social classes.
ShieldEasyDXDX-4Using shields for defense in combat. Specify Buckler or Shield
Short SwordAverage/td]DXDX-5Short Swords
Smith (Blacksmith, Weaponsmith, etc.)HardIQIQ-6Working metal to forge tools, weapons, and armor.
SpearAverageDXDX-5Fighting with a spear in melee combat.
Spear ThrowerAverageDXDX-5Ability to use a spear thrower
StealthAverageDXDX-5Moving silently to avoid detection.
StreetwiseAverageIQIQ-5Navigating criminal circles and urban underworlds.
Survival (Forest, Desert, etc.)AverageIQIQ-5Finding food, water, and shelter in the wild.
TacticsHardIQIQ-6Planning and executing battle strategies.
TailoringAverageIQIQ-5Making, designing, and repairing clothes.
TheologyHardIQIQ-6Knowledge of religious beliefs, doctrines, and practices.
Two-Handed AxAverageDXDX-5Fighting with Mauls and equivalents
Thrown WeaponEasyDXDX-4Throwing a type of weapon, must specialize in a type
ThrowingEasyDXDX-4Throwing relatively small objects
TrackingAverageIQIQ-5Following the trail of animals, humans, or creatures.
TrapsAverageIQIQ-5Setting and disarming mechanical traps.
Two-Handed SwordAverageDXDX-5Fighting with greatswords and similar weapons.
WrestlingAverageDXDX-5Grappling, 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)
STThrustSwing
11d-61d-5
21d-61d-5
31d-51d-4
4 1d-51d-4
51d-41d-3
61d-41d-3
7 1d-31d-2
8 1d-31d-2
9 1d-21d-1
101d-21d
11 1d-11d+1
12 1d-11d+2
13 1d2d-1
14 1d2d
151d+12d+1
161d+12d+2
17 1d+23d-1
18 1d+23d
19 2d-13d+1
20 2d-13d+2
21 2d4d-1
22 2d4d
232d+14d+1
242d+14d+2
252d+25d-1
262d+25d
273d-15d+1
283d-15d+1
293d5d+2
303d5d+2

Re: GURPS LITE

Posted: Sun Feb 16, 2025 9:42 pm
by admin
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.
Armor TypeDRCost ($)Weight (lbs)Don Time (mins)Description
Cane1351228Woven plant fibers, lightweight but weak.
Cloth, Padded150615Simple quilted fabric for minor protection.
Layered Cloth, Light21501220Extra layers of padded fabric, better than basic cloth.
Leather, Medium21001230Cured leather, flexible and durable.
Straw2502030Thick bundled straw, crude but somewhat protective.
Hardened Leather, Medium21251530Stiffened leather, stronger than basic leather.
Layered Leather, Light21201520Multiple thin layers of leather for flexibility.
Layered Cloth, Medium33502030Thick, quilted layers, effective against blunt force.
Leather, Heavy32002030Thick and sturdy leather for better protection.
Wood31003030Wooden slats or panels, heavy and rigid.
Scale, Light33201630Small metal plates sewn onto fabric or leather.
Jack of Plates33001830Metal plates sewn between layers of fabric.
Mail, Light35001215Lightweight chainmail, good against cuts.
Segmented Plate, Light36001645Small metal plates linked together, flexible.
Brigandine, Light39001030Hidden metal plates inside a fabric jacket.
Layered Cloth, Heavy46002830Thickest quilted armor, decent against blunt attacks.
Layered Leather, Medium32202630Reinforced leather, better against weapons.
Hardened Leather, Heavy32502530Boiled leather, harder but still flexible.
Mail, Fine49001515High-quality mail with finer links.
Layered Leather, Heavy45253530Thick layers of reinforced leather.
Scale, Medium45502830Overlapping scales for better protection.
Segmented Plate, Medium49002445Heavier version of segmented armor.
Plate, Light31,000845Thin metal plates, good mobility and defense.
Mail, Heavy51,2001815Thick chainmail, strong but still flexible.
Scale, Heavy51,1004030Large overlapping scales, strong defense.
Segmented Plate, Heavy51,2003245Thickest segmented armor
Mail and Plates51,0002020Mix of chainmail and rigid plates.
Brigandine, Medium51,8002030More metal plates hidden within fabric.
Mail, Jousting61,5003030Extra-thick mail, designed for heavy impacts.
Plate, Medium62,5002045Solid metal plates
Plate, Heavy94,0003245Heavy plate, maximum protection.
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.

LocationCost and Weight
Head30%
Skull20%
Face10%
Neck5%

Torso100%
Chest75%
Abdomen25%

Groin5%

Arms50%
Shoulders10%
Upper Arms10%
Elbows5%
Forearms25%

Hands10%

Legs100%
Thighs45%
Knees5%
Shins50%


Shield TypeDBCost ($)Weight (lbs)DR/HPCover DRDescription
Dueling Buckler02524/116Small, round buckler for parrying.
Parrying Buckler15084/168A reinforced buckler, heavier but strong.
Small Shield, Light13032/125Lightweight small shield for mobility.
Small Shield, Heavy14064/157Heavier small shield, better durability.
Comanche Shield2100164/219Large rawhide shield, effective for arrows.
Medium Shield, Light24572/166Mid-sized light shield, balanced protection.
Homeric Buckler, Medium2100164/219A strong round shield from ancient Greece.
Medium Shield, Heavy260144/209Sturdier medium shield, more protection.
Argive Shield2120154/209Large bronze shield from ancient Greece.
Roman Scutum, Medium2140164/2510Roman curved shield, great against missiles.
Large Shield, Light368102/186Large but lightweight, good coverage.
Mycenaean Shield35892/176Early Greek body-covering shield.
Homeric Buckler, Large3150204/229Oversized round shield, strong defense.
Large Shield, Heavy390204/229Heaviest standard shield, maximum defense.
Roman Scutum, Large3200224/2710Largest Roman shield, very resilient.
Kite Shield3120184/219Tall, curved shield, used by cavalry.
Dueling Long Shield3200164/219Long shield designed for duels and reach.
Heater Shield275134/198Classic medieval shield, good balance.

AXE (DX-5, Flail-4, or Two-Handed Axe/Mace-3)
WeaponDamageReachParryCostWeightSTNotes
Axesw+2 cuta10U$50411
Hatchetsw cut10$4028[1]
Knobbed Clubsw+1 cr10$2028
Round Macesw+2 cr10U$35512[1]
Small Axesw+1 cut10U$45310
Small Round Macesw+1 cr10U$25310[1]
Small Throwing Axesw+1 cut10U$50310[1]
Throwing Axesw+2 cut10U$60411[1]
Macesw+3 cr10U$50512[1]
Small Macesw+2 cr10U$35310[1]
Picksw+1 imp10U$70310[3,4]

BROADSWORD (DX-5, Shortsword-2, or Two-Handed Sword-4)
WeaponSwing DamageThrust DamageReachParryCostWeightSTNotes
Light Clubsw+1 crthr+1 cr10$5310
Broadswordsw+1 cutthr+1 cr10$500310
Large Falchionsw+2 cutthr-1 imp10U$6254.511
Thrusting Broadswordsw+1 cutthr+2 imp10$600310
Bastard Swordsw+1 cutthr+1 cr1, 20U$650511
Longswordsw+1 cutthr+2 imp1, 20$700410
Thrusting Bastard Swordsw+1 cutthr+2 imp1, 20U$750511

FLAIL (DX-6, Axe/Mace-4, or Two-Handed Flail-3)
WeaponSwing DamageReachParryCostWeightST
Flailsw+2 cr10U$30511
Heavy Flailsw+3 cr10U$50712
Morningstarsw+3 cr10U$80612
Ball-and-Chainsw+2 cr10U$40611

KNIFE (DX-4, Shortsword-3)
WeaponSwing DamageThrust DamageReachParryCostWeightST
Small Knifesw-3 cutthr-1 impC,1-1$200.255
Knifesw-2 cutthr impC,1-1$300.56
Large Knifesw-1 cutthr+1 impC,10$4017
Daggersw-2 cutthr impC,10$500.756
Long Knifesw cutthr+1 impC,10$601.58


Polearm (DX-5, Spear-4, Staff-4, or Two-Handed Axe/Mace-4)
WeaponSwing DamageThrust DamageReachParryCostWeightST
Oarsw+3 cr1, 2*0U$40812‡
Glaivesw+3 cutthr+3 imp2, 3*0U$100811‡
Naginatasw+2 cutthr+3 imp1, 2*0U$10069†
Billsw+3 cutthr+3 imp2, 3*0U$125811‡
Dueling Billsw+2 cutthr+3 imp1, 2*0U$10069†
Dueling Glaivesw+2 cutthr+3 imp1, 2*0U$8069†
Dueling Halberdsw+4 cutthr+3 imp1, 2*0U$1201012†
Halberdsw+5 cutthr+3 imp2, 3*0U$1501213‡
Heavy Horse-Cuttersw+5 cutthr+3 imp2, 3*0U$1501213‡
Lajatangsw+2 cutthr+2 cut1, 2*0U$100710†
Light Horse-Cuttersw+4 cutthr+3 imp1, 2*0U$120811‡
Monk’s Spadesw+1 cutthr+2 cut1, 2*0U$10069†
Poleaxesw+4 cut2, 3*0U$1201012‡
Pollaxesw+4 crthr+3 imp1, 2*0U$1201012†
TWO-HANDED AXE/MACE (DX-5, Axe/Mace-3, Polearm-4, or Two-Handed Flail-4)
WeaponDamageReachParryCostWeight (lbs)ST ScoreNotes
Axesw+3 cut10U$50410†-
Maulsw+5 cr1, 2*0U$801213‡-
Round Macesw+3 cr10U$35511†[1]
Throwing Axesw+3 cut10U$60410†[1]
Great Axesw+4 cut1, 2*0U$100812‡-
Long Axesw+3 cut1, 2*0U$75611‡-
Macesw+4 cr10U$50511†[1]
Warhammersw+4 imp1, 2*0U$100712‡[3, 4]

Short Swords (DX-5, Broadsword-2, Knife-4)
WeaponSwing DamageThrust DamageReachParryCostWeightST
Batonsw crthr cr10$2016
Short Batonsw-1 crthr crC, 1-1$100.55
Long Knifesw-1 cutthr impC, 10$1201.57
Shortswordsw cutthr+1 imp10$40028
Dusacksw crthr cr10$301.57
Falchionsw+1 cutthr-2 imp10$400310
Large Katarsw-1 cutthr+2 imp10$40028
Large Quadrensthr+2(0.5) imp10$40039
Small Falchionsw cutthr-2 imp10$20028
Cutlasssw cutthr+1 imp10$50028

SPEAR (DX-5, Polearm-4, or Staff-2)
WeaponOne-Hand ThrustTwo-Hand ThrustReachParryCostWeightST
Spearthr+2 impthr+3 imp1*0$40410
Heavy Spearthr+4 impthr+3 cut2, 3*0U$90611
Javelinthr+1 imp10$3026
Short Spearthr+1 impthr cut10$3026
Long Spearthr+2 impthr+3 imp2, 3*0U$60511
Pikethr+3 imp4, 5*0U$801312
Tridentthr+3(0.5) impthr+4(0.5) imp1*0U$80511
TWO HANDED SWORD (DX-5, Broadsword-4)
WeaponSwingThrustReachParryCostWeightST
Bastard Swordsw+2 cutthr+2 cr1, 20$650510
Greatswordsw+3 cutthr+2 cr1, 20$800712
Longswordsw+1 cutthr+3 imp10$70049
Thrusting Bastard Swordsw+2 cutthr+3 imp1, 20$750510
Thrusting Greatswordsw+3 cutthr+3 imp1, 20$900712
Bow (DX-5)
TLWeaponDamageAccRangeWeightRoFShotsCostSTBulk
0Longbowthr+2 imp3x15/x203/0.111(2)$20011†-8
0Regular Bowthr+1 imp2x15/x202/0.111(2)$10010†-7
0Short Bowthr imp1x10/x152/0.111(2)$507†-6
1Composite Bowthr+3 imp3x20/x254/0.111(2)$90010†-7

Crossbow (DX-4)
TLWeaponDamageAccRangeWeightRoFShotsCostSTBulk
2Crossbowthr+4 imp4x20/x256/0.0611(4)$1507†-6
3Pistol Crossbowthr+2 imp1x15/x204/0.0611(4)$1507-4
3Proddthr+4 pi2x20/x256/0.0611(4)$1507†-6
3“Goat’s Foot”––2(20)$507†

THROWN WEAPON (AXE/MACE) (DX-4)
TLWeaponDamageAccRangeWeightRoFShotsCostSTBulk
0Hatchetsw cut1x1.5/x2.521T(1)$408-2
0Throwing Axesw+2 cut2x1/x1.541T(1)$6011-3
2Macesw+3 cr1x0.5/x151T(1)$5012-4
2Small Macesw+2 cr1x1/x1.531T(1)$3510-3

THROWN WEAPON (KNIFE) (DX-4)
TLWeaponDamageAccRangeWeightRoFShotsCostSTBulk
0Large Knifethr imp0x0.8/x1.511T(1)$406-2
0Small Knifethr-1 imp0x0.5/x10.51T(1)$305-1
0Wooden Stakethr(0.5) imp0x0.5/x10.51T(1)$45-2
1Daggerthr-1 imp0x0.5/x10.251T(1)$205-1
THROWN WEAPON (SPEAR) DX-4
LWeaponDamageAccRangeWeightRoFShotsCostSTBulk
0Spearthr+3 imp2x1/x1.541T(1)$409-6
1Javelinthr+1 imp3x1.5/x2.521T(1)$306-4

Re: GURPS LITE

Posted: Mon Feb 17, 2025 7:00 pm
by admin
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 :
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
ItemPrice ($)Weight (lbs.)Notes
Fire-Starting Gear
Firebow50.75Base fire-starting time: 2 min
Flint20.2Loud noise, base fire-starting time: 30 sec
Prepared Block30.5Base fire-starting time: 3 min
Enhanced Tinder20.1Halves fire-starting time
Burning Glass (Quartz)401Requires clear sunlight
Burning Glass (Glass)200.5Requires clear sunlight
Fire Piston150.5Base fire-starting time: 30 sec
Sulfur Matches (20)5NegligibleReduces fire-starting time by 75%
Self-Lighting Matches (50)75NegligibleEarly phosphorus match technology
Grooming Items
Comb30.2Often wood or bone
Razor180.2Stone or metal
Bathtub (Earthenware)16060Portable tub
Bathtub (Metal)1,60080Durable but heavy
Brush60.5Reed or animal hair
Strigil60.5Used with oil before soap
Tweezers5NegligibleEarly grooming tool
Soap (Liquid, Pint)201Harsh early formula
Soap (Bar, 1 lb.)271Solid Mediterranean-style soap
Load-Bearing Gear
Carrying Frame607Holds 100 lbs.
Carrying Straps1-5NegligibleFor various containers
Carrying Yoke703Holds 80 lbs., must be balanced
Travel Kits
Hunter-Gatherer’s Kit105Includes tools for survival
Pilgrim’s Kit21040Basic traveler’s essentials
Luxury Kit225+25Grooming, writing, and dining gear
Luxuries
Incense (per oz.)6-15NegligibleUsed for rituals or scent
Perfume (per use)3-200.1 oz.Ranges from simple to refined


PROFESSIONAL GEAR
CategoryToolDescriptionCost ($)Weight (lbs)
CarpentryAdzeLike an axe but with a perpendicular blade; poorly balanced for combat (-2 to skill).402
CarpentryDrill, BowBow-like drill that spins an "arrow" to drill holes. Does thr-1(2) pi+ damage per second.81
CarpentryDrill, PumpA weighted drill with a self-reversing motion. Does thr(2) pi+ damage per second.181.5
CarpentryLatheSpins wood for shaping; requires an assistant or foot pump.23540
CarpentrySawSmall saw for single-person use; does sw-3(2) cut per second.203
CarpentrySquareL-shaped tool for checking right angles.72
CarpentryAugerT-shaped drill for broad holes; does sw-2(2) pi++ damage every other second.244
CarpentryBrace and BitHand-cranked drill with a metal bit; does sw-2(2) pi++ damage per second.305
ChemicalAlembicDistillation apparatus; fragile, usually heated in a sand or water bath.81
ChemicalAludelSublimation vessel, used in stacks.20.5
ChemicalCrucibleSmall thick ceramic pot for melting metals.60.75
ChemicalCupel/ScorifierBone-ash vessels for isolating gold and silver.20.25
Cloth & LeatherAwlTool for piercing leather and fabric; bone or horn at early tech, metal later.100.25
Cloth & LeatherLoom, VerticalRope-and-wood loom for small cloth production.254
Cloth & LeatherNeedle, SewingThin sliver of bone, thorn, or metal; sewing pins are half price.3neg.
Cloth & LeatherSpindleRod with a small weight for thread production; some are sharp enough to do thr-2 imp.40.5
Cloth & LeatherLoom, BackstrapHeader board and shuttle for weaving; cloth up to a yard wide.365
Cloth & LeatherScissorsU-shaped metal scissors, squeezed to cut; does thr cut damage every other second.351.5
Cloth & LeatherThimbleSmall protective cup for sewing.2neg.
Cloth & LeatherLoom, Treadle/FlyingFull-frame loom for faster weaving; fabric up to 6’ wide.44060
FishingFish TrapBasket trap with inward-opening doors; +2 to Fishing skill in high-density areas.142
FishingFishhookSmall barbed bone hook; metal later.6neg.
FishingFishing SpearSpear-like tool for catching fish near the surface; poorly balanced for throwing (-2 to skill).--
FishingNetPer square yard.2010
Mining & TunnelingChiselHand-held chisel with varied ends; converts crushing damage to piercing.200.75
Mining & TunnelingCrowbar, Large5’-6’ metal bar for leverage; cheap-quality tetsubo in combat.958
Mining & TunnelingHammerHeavy hammer with pointed end; used for mining. Small hammer (sw cr): $90, 6 lbs. Large hammer (sw+1 cr): $180, 11 lbs.90-1806-11
Mining & TunnelingPickWood/bone pick (-1 damage, breaks on stone); metal picks available later.35 (wood) / 70 (metal)2-3
Mining & TunnelingShovelWooden shovel (doubles digging time) or metal-edged (1.5x time). All-metal later.12-254-6
SmithingAnvil6”-7” metal block, hardened surface, used for shaping metal.1300100
SmithingHammerVarious shapes; grooved hammers for wire-making, rounded or pointed ends.302.5
SmithingPliersHand-sized tool for grasping small objects.151
SmithingShearsHeavy pincer-like cutters for metal; does thr+1(2) cut damage.652
SmithingTongs2-foot-long gripping tool for hot metal.403
SmithingDraw PlateStone block with holes for wire production.502
SmithingFileMetal plate with rough face for grinding edges.451
Jeweler’s ToolsMini Smithing ToolsSmaller versions of smithing tools, except draw plate; double cost, half weight.VariesVaries
Stone KnappingHammer, SoftBone, horn, or wood hammer for softer percussion.41
Stone KnappingHammer, StoneRounded pebble used for breaking stone.Free2
Stone KnappingPunch, SmallAntler or sharpened bone tool for pressure flaking.61
Stone KnappingPunch, ChestT-shaped punch with a pointed tip for creating long, thin blades.102



Covert Entry and Smuggling Gear
ItemTLDescriptionCostWeight
Lockpicks1Basic set with probes and blank keys$500.2 lb
Good-Quality Lockpicks1More complete set (+1 to skill)$2500.5 lb
Housebreaker’s Kit2Lockpicks, pry-bar, mallet, chisel, saw, rope, grappling hook, lantern$25516 lbs
Pry-Bar (30”)2Crowbar optimized for forcing doors (+2 to ST, -4 to Holdout)$805 lbs
Pry-Bar (20”)2Smaller, easier to conceal (-2 to Holdout, +1 to ST)$602 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)

Re: GURPS LITE

Posted: Mon Feb 17, 2025 8:05 pm
by admin
Transportation:

Players may wish to acquire transportation or transportation related items.
AnimalCostNotes
Riding Horse$750Standard riding horse.
Warhorse$8,000Trained for combat. More durable and disciplined.
Draft Horse$500Stronger but slower than a riding horse. Used for heavy loads.
Pony$600Smaller, for lighter riders or rugged terrain.
Donkey$150Cheap, sturdy, and efficient for carrying small loads.
Mule$200Stronger and hardier than a donkey. Can carry heavier loads.
Camel$800Well-adapted to desert environments. Can go long distances without water.
War Camel$3,000Trained for combat, used in desert warfare.


TLVehicle ST/HPHnd/SRHTMoveLWt.LoadSMOcc.DRRangeCostLocations
0Dogsled 27† 0/2 126/6 0.290.14+11 2 F $40014DER
1Fifty-Man Sledge77† -4/512c2/2 4.0 0.5 +2 12 F $2.5K50DR
1Heavy Chariot 23† 0/2 11c3/7*0.390.3 +21+2 2 F $6604DE2W
1Light Chariot 16† +1/111c4/9*0.230.2 +11+1 1 F $3302DE2W
1Oxcart 34† -3/311c1/1 0.9 0.6 +1 2 F $3402D2W
1Straddle Car 14† 0/2 12c2/5 0.120.1 +11 0 F $1651DE2W
2Battle Car 14† +2/111c4/10*0.220.2 +11+1 1 F $2502DE2W
3Wagon 35† -3/412c4/8*0.840.5 +21 2 F $6802DE4W
3War Wagon 50† -4/512c3/6*3 2 +42+185 F $2K 4DE4W
4Carriage 47† -1/210c4/10*1.6 0.8 +21+6 2 F $10.5K2DO4W
4Coach 54† -2/312c4/9*2.4 1.2 +31+9 2 F $17K4DO4W
4Sleigh 23† 0/2 10c4/6 0.3 0.2 +11+1 1 F $5K 1DOR


Livestock
nimalCostExplanation
Dog$10A common working or companion animal, dogs can be used for herding, guarding, or hunting. The price varies depending on breed, training, and purpose.
Heifer$200A young female cow that has not yet given birth. Generally raised for dairy or breeding purposes.
Milking Cow$250A mature female cow that is actively producing milk. More valuable than a heifer due to its milk production capability.
Ox or Bull$400An 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$100A trained bird of prey used for hunting (falconry). Requires skill and training to handle properly.
Ewe$100A female sheep, primarily used for wool and breeding.
Ram$250A male sheep, valued for breeding purposes. More expensive than a ewe due to its role in herd reproduction.
Goat$150A versatile farm animal, used for milk, meat, and sometimes wool. Generally hardy and easier to maintain than cows.
Sow$200A female pig, usually raised for breeding and producing piglets.
Boar$300A male pig, typically used for breeding. More valuable than a sow due to its reproductive role.


ItemCostBenefits
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)$250All 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)$100Can 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).