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INTRODUCTIONThis is Book 2 of the GURPS BasicSet, Fourth Edition.Why two books? The last edition,after all, was a single book of 256pages, plus the Instant Characters sec-tion.The short answer is: we added a lotof material. Which translated to a lotof pages. This new edition brings in agreat deal of material thats eith... |
Whenever a character attempts toperform an action (e.g., use a skill),roll three dice to determine the out-come. This is called a success roll. Thetask in question succeeds if the total rolledon the dice is less than or equal to the num-ber that governs the action most often askill or an attribute. Otherwise, it fails... |
When the GM RollsThere are two sets of circum-stances under which the GM shouldroll for a PC and not let the player seethe results:1. When the character wouldntknow for sure whether he had succeed-ed. This is true of all rolls to gain infor-mation, whether through skills suchas Detect Lies, Interrogation,Meteorology, a... |
attribute roll, defense roll (p. 374),self-control roll (p. 120), etc., yourbase skill is your unmodified score,while your effective skill is your final,modified target number.You may not attempt a success rollif your effective skill is less than 3,unless you are attempting a defenseroll (p. 374).TASK DIFFICULTYIf the ... |
-6 or -7 Very Hard. Situations thateven the masters might have sec-ond thoughts about. Example: ADriving roll in a high-speed chaseduring a blizzard.-8 or -9 Dangerous. Tasks at whicheven the greatest masters expect tofail. Example: A Driving roll whileshooting a gun in a high-speedchase during a blizzard.-10 Imposs... |
DEGREEOF SUCCESSOR FAILUREOnce you have calculated effectiveskill by applying all relevant modifiersto base skill, roll 3d to determine theoutcome. If the total rolled on the diceis less than or equal to your effectiveskill, you succeed, and the differencebetween your effective skill and yourdie roll is your margin of ... |
Critical FailureA critical failure is an especially badresult. You score a critical failure asfollows: A roll of 18 is always a critical failure. A roll of 17 is a critical failure ifyour effective skill is 15 or less; other-wise, it is an ordinary failure. Any roll of 10 greater than youreffective skill is a critical ... |
REGULARCONTESTSA Regular Contest is a slow com-petition with much give and take forinstance, arm wrestling.Each character attempts his suc-cess roll. If one succeeds and the otherfails, the winner is obvious. If bothsucceed or both fail, the competitorsrelative positions are unchanged andthey roll again. Eventually, o... |
DIGGINGDigging rate depends on the type ofsoil, the diggers Basic Lift (that is,STST/5), and the quality of the toolsavailable.Loose Soil, Sand, etc.: A man candig 2BL cubic feet per hour (cf/hr).Ordinary Soil: A man can dig BLcf/hr. One man with a pick can breakup 4BL cf/hr, making it into loosesoil, which is easier t... |
and then shoveled at 2BL cf/hr. Alone man with both pick and shovelcan only remove 0.6BL cf/hr heloses time switching between tools.Hard Rock: Must be broken by apick at BL cf/hr (or slower, for veryhard rock!), and then shoveled at BLcf/hr.All of the above assumes iron orsteel tools! Halve speeds for woodentools (com... |
Heavy Exertion (e.g., climbing,combat, or running): HT seconds.These times assume you have onesecond to take a deep breath (requiresa Concentrate maneuver in combat).Multiply all times by 1.5 if you hyper-ventilate first or by 2.5 if you hyper-ventilate with pure oxygen. A success-ful roll against Breath Control skill... |
LIFTING ANDMOVING THINGSBasic Lift STST/5 pounds gov-erns the weight you can pick up andmove. The GM may let multiple char-acters add their BL (not their ST)whenever it seems reasonable; e.g., tocarry a stretcher or pull a wagon.One-Handed Lift: 2BL (takes twoseconds).Two-Handed Lift: 8BL (takes fourseconds).Shove an... |
RUNNINGYour running speed, or groundMove, is equal to your Basic Movescore modified for encumbrance seeEncumbrance and Move (p. 17). Incombat, running is just a series ofMove maneuvers. Use the moredetailed rules below when it is impor-tant to know whether the heroes catchthe plane, escape the savage pygmies,or whatev... |
Fatigue CostAfter every minute of top-speedswimming, roll against the higher ofHT or Swimming skill. On a failure,you lose 1 FP. Once you are reduced toless than 1/3 your FP, halve your waterMove; see Fatigue (p. 426).If you are swimming slowly, or juststaying afloat, make this roll every 30minutes.LifesavingYou can us... |
Throwing Skill and Throwing ArtWhen you throw an object that fitsinto the palm of your hand such as abottle, rock, or grenade you may rollagainst Throwing skill (p. 226) to hit atarget or a general area. Furthermore,if you know Throwing at DX+1 level,add +1 to ST before you multiply it bythe distance modifier. Add +2... |
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