The material presented here is my original creation, intended for use with the GURPS system from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson Games.
“GURPS Extra-Lite” by Frank Wilcox, Jr (fewilcox) is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License
Also available for download as a PDF.
Last updated 2017-02-23.
What’s on my character sheet?
ST (Strength) – Physical power and bulk. Determines weapon damage and Hit Points (HP).
DX (Dexterity) – Agility, coordination, and fine motor control. Determines attack accuracy.
IQ (Intelligence Quotient) – Creativity, intuition, memory. Determines Per and Will.
HT (Health) – Energy, vitality, stamina, resistance (to disease, poison, etc), and basic “grit”. Determines FP.
HP (Hit Points) – Average characters have 10 HP. At 0 you run the risk of passing out or even dying.
Per (Perception) – Alertness as well as your five senses.
Will (Willpower) – How well you withstand psychological stress and resist supernatural attacks.
FP (Fatigue Points) – These are consumed by strenuous activity and can also be spent for Extra Effort.
BL (Basic Lift) – The maximum weight you can lift over your head with one hand in one second.
Dmg (Damage) – thr = thrust damage; sw = swing damage.
BS (Basic Speed) – Your reflexes and general quickness.
BM (Basic Move) – How many yards you can move in one second. A step is usually 1 yd or hex.
- Dodge is used to sidestep, dive behind cover, or otherwise get out of the way of an attack.
- Block is used to forcibly put something in the way of the attack, normally a shield or cloak, but can only be used against one attack each turn.
- Parry is used to deflect an attack with your weapon. This leaves heavier weapons unbalanced so they must be Readied before you can make another attack. You can’t parry if you moved more than a step this turn. Parries suffer a cumulative -1 penalty for each parry after the first in the same turn.
Advantages range from really good eyesight to flight to extra limbs to super-powered attacks. In short, anything about your character that is above the ordinary.
Disadvantages are flaws that can make characters more interesting and provide roleplaying opportunities. They also grant you additional Character Points to use when making the character.
Skills are the things your character can do that require some amount of training. Each lists its value, which is the number you roll against when using it, and its relative value, which is how much the skill varies from its related attribute. Effective skill refers to your skill level after any situational modifiers are applied.
How do I do stuff?
Choose the appropriate skill or attribute and roll 3d6. A roll of no more than that number succeeds. For instance, to stop a door from slamming closed you would roll versus your Strength. To hack a computer you would roll against your Computer Hacking skill.
A roll of 3-4 is a Critical Success and always succeeds, as is 5 if your effective skill is at least 15, and 6 if it’s at least 16. Likewise 17 is always a failure, and 18 and any roll at least 10 more than your effective skill are Critical Failures.
If someone is actively opposing you, a Quick Contest may be called for. Both players roll the relevant attributes (Stealth vs Per to hide, ST vs ST to shove, etc.), and whoever rolls better wins. If both fail, then the winner is the one with the lowest Margin of Failure. If both succeed, then the winner is the one with higher Margin of Success.
How do I hit things?
Attack rolls are like any other skill checks: you simply roll against the appropriate skill. On a success, your target gets to make an active defense roll; no defense for critical successes. If the defense fails, roll your damage, then the target subtracts any Damage Resistance (DR) from it before subtracting the rest from HP.
Ranged attacks have two ranges, like this: 10/100. The first is its 1/2D range, meaning that attacks further away deal only half damage. The second is its maximum range.