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GULLIVER LITE v1.

0
Rules Upgrade for GURPS

What is GULLIVER?
GULLIVER is a big expansion for Steve Jackson Games'
GURPS, focused on building and gaming creatures of any
shape and size. It fixes "normal humans only" rules, details
physical feats, and offers a ton of new design and play options.
Its goal is not special-case rules for unusual creatures in the
game, but is rather the stated goal of GURPS itself: "generic, WORDS! 1 Move and Attacks 10
universal" rules for humans which happen to work just fine SIZE AND POWER! 2 Melee Combat and TH 10
Handling ST 2 Ranged Combat and TH 10
for Giants, Pixies, cats, and space blobs. Building Size into Characters 2 Defenses 10
GULLIVER hews to real physics and biomechanics wher- Cost of Size 2 Knockback 11
ever reasonable. Its throwing rules can give the speed of a fast- POWER AND MOBILITY! 3 Contests of ST 12
Computing Encumbrance 3 Unarmed Combat 12
ball in mph; its jumping rules work for track stars and fleas Effects of Encumbrance 3 Weight and Damage 14
alike. It offers GURPS' first fleshed-out "scale rules" for crea- Burden 4 DAMAGE AND DANGERS! 15
Extra Encumbrance 4 ST and Damage 15
tures, and the first real look in any RPG at the effects of power Cost of Natural Encumbrance 4 Damage and Shock Meta-system 15
vs mass in living things. ACTION! 5 Lights 16
All about Move 5 Collisions 16
Land Performance 5 Falling 17
What is GULLIVER LITE? Water Performance 5 Fatigue 18
Air Performance 5 DESIGN! 19
This text boils the core of the full work down to 24 printable, Microgravity Performance 6 Design and Points 19
portable pages. Unlike GURPS LITE, this recap does leave in Climbing 6 Environment 19
Jumping 7 Upkeep 19
a lot of options after all, options are the point of it all. Simple Throwing 7 New and Revised Traits 19
and advanced versions of main text rules, as well as other op- Lifting 8 Creatures 21
tions, are clearly marked. Whether options or main text, use Balance 8 PLAY! 22
Changing Position 8 Scaling the Game 22
only the bits you need and ignore the rest. Stealth and Tracking 9 Game Worlds 22
Should this actually not be enough, check out the full GUL- Extra Effort 9 MORE TOYS! 23
LIVER at T. Bone's GURPS Diner there's more of every- Sports 9 Optional Rules for Defenses 23
Non-Athletic Feats 9 Optional Rules for Damage 23
thing covered here, plenty of things not covered here FIGHT! 10 USEFUL TABLES! 24
(including a lot of new traits), and examples galore. GULLIVER is a product of T. Bone's GURPS Diner, is a non-commercial, fan-
authored work, and is not affiliated with Steve Jackson Games nor an "official"
http://www.io.com/~tbone/gurps/ tbone@io.com part of the GURPS system. Copyright 2001, T. Bone (tbone@io.com).

GVER: GULLIVER. natural encumbrance: Encumbrance


WORDS! linear dimension: Approximate height from body weight alone. Heavy creatures
or length, generally head to hind feet will be encumbered by their own weight
Names of game terms and traits (new (ignoring long necks and tails). Deter- (positive encumbrance); light ones will
and existing) are capitalized. Non-game mines Size. enjoy speed and agility bonuses
traits are not capitalized. Linear Scale: Linear dimension com- (negative encumbrance).
Abbreviations: BS, Basic Set 3E; BT, pared to the human norm: x1/2, x1, etc. Size: A label for rough size groupings,
Bio-Tech; CI, CII, Compendiums I, II; See Size. based on TH modifier for size. A human
MA, Martial Arts 1E; VE, Vehicles 2E; Load ST: Half-priced ST for lifting is Size 0, a humanoid half as large in all
B1 BX, GULLIVER Books 1 X. and carrying purposes, not damage pur- dimensions is Size -2, etc.
Area Scale: Linear Scale squared, poses. See Combat ST. speed: Capitalized, the same as Basic
representing surface area compared to mass: Amount of "stuff", measured in Speed; uncapitalized, a generic term for
the human norm. See Size. pounds at 1-g. Unlike weight, does not speed of movement (i.e., Move).
athletics: A DX or skill roll involving change under natural conditions. thrust: Motive power in water or air;
full body movement: Acrobatics, Jump- MAR: Mass-to-Area Ratio, expressed Load ST by default, but can differ.
ing, melee or sports skills, many more. as a multiple of typical human norm traits: Advantages, disadvantages, and
balance roll: Any DX or skill roll to (typically equal to Linear Scale). See attributes.
maintain footing, avoid falling down WAR. Needed only for advanced stuff. Volume Scale: Linear Scale cubed,
(including after knockback or a failed mobility, movement, maneuverability: representing volume and mass compared
kick), balance on a narrow perch, etc. Movement lets you go from A to B; ma- to the human norm. See Size.
Combat ST: ST for damage purposes, neuverability is ability to turn quickly, WAR: As MAR, but replacing mass
not lifting or carrying. See Load ST. Dodge, etc. Mobility covers both. with weight.
Environment: The environments mode of movement: Same as Environ- weight: Mass x gravity. Also changes
characters operate in: land, water, and ment, referring specifically to move- with effects of buoyancy. Weight is
air (or terrestrial, aquatic, and aerial). A ment. You will likely have a different measured in lbs. and can be negative.
home Environment is any that you op- Move score in each of your modes. WSR: Weight-to-Strength Ratio.
erate "natively" in; your primary one is MSR: Mass-to-Strength Ratio. Mass Weight divided by Load ST. See MSR.
your main one for cost purposes. divided by Load ST. See WSR.

GULLIVER Rules Upgrade for GURPS GULLIVER LITE v1.0 | 1


Option: Quad ST SIZE AND POWER! Setting Stats
Quad ST is an alternate Round where necessary but for very small
method for handling ST: creatures, fractional ST, HP and DR are fine!
Set Combat ST, scaled Handling ST
ST: Start with "base" ST above 10 for strong
using Linear Scale, and Playing odd-sized creatures and fixing several builds, below 10 for weak ones. (Consider at least
purchase normally. GURPS problems require a reworking of ST.
Now square Combat +1 base ST per Size level above human size, for
Current ST scores for large and small creatures the stout builds of large creatures.)
ST, divide by 10, and are unrealistic, yet realistic scores yield extreme Combat ST: Multiply base ST by Linear Scale.
round appropriately;
that's your automatic point costs, and damage stats that play poorly. Load ST: Multiply base ST by Area Scale.
Load ST. (Ex.: Combat Divide ST into Combat ST, which determines DX: Not affected by Size, though may be higher
ST 15 yields Load ST damage, and Load ST, measurable lifting/carrying in small creatures and lower in large.
22.) It's free, is already ability. This allows realistic abilities, with ST- IQ: Not affected by Size for game purposes.
scaled for size, and isn't based damage (and costs) that mesh with GURPS. HT: Not affected by Size, although may be
adjusted further. Do not use the "Natural ST" complication any- lower in very large creatures. Don't confuse HT
Quad ST is easy, ele- where; GVER removes the problems it addresses. with HP; they're separate items.
gant, avoids inconsistent Do not base skills on ST or let skills default to
pairings of Combat ST HP: Start with "base" HP (=HT by default) and
ST. Do not let ST replace a skill or other attribute, multiply by Linear Scale. Adjust as desired.
and Load ST (possible or vice-versa. These all cause trouble in GURPS. DR: Start with "base" DR and multiply by Lin-
under GVER's method),
and lowers the cost of ear Scale. (Do the same for free skull DR.)
high ST. Used by many Building Size into Characters Weight: Start with "base" weight, taking into ac-
players, it's a highly rec- While GURPS doesn't address how to build size count body shape, build, appendages, composi-
ommended replacement tion, etc. Multiply by Volume Scale.
for both GURPS' and into designs, the system handles it well:
Move: Multiply Move by Linear Scale.
GVER's handling of ST. 1. Choose a Size, based on linear dimension. Reach: Multiply Reach by Linear Scale.
Its only drawback is the 2. Choose "base" stats stats appropriate for Sustenance requirements: Multiply "base" sus-
sole reason GVER a human-sized version of the design.
doesn't use it: It changes tenance requirements by Area Scale.
3. Scale appropriate stats for Size. Senses: Senses in very large or small creatures
lifting abilities for most 4. Add Inconvenient Size if appropriate. may differ from ours, but not by default.
existing PCs. (You may
5. Pay for the final design normally. Inconvenience: Add Inconvenient Size for diffi-
not find this bad at all!)
The Scale Table makes this easy. It replaces the culties with clothing, tools, housing, vehicles, etc.:
Option: New Costs Size and Speed/Range Table for all purposes: [-5 to -15] for either large or small Size.
Extra HP: [5/lvl] for Cost in a typical world: Dwarfism or Gigantism:
first two, [2/lvl] thereaf- Scale Table [-5] (included in traits); 1 or 2 Size lvls difference
ter. Size Spd/ Linear Linear Area Volume from norm: [-10]; greater difference: [-15].
Toughness and DR: Rng Dim. Scale Scale Scale In a world with some accommodation for odd-
Either is [10] for first sized races, or little to offer in tools, clothes, etc.
level, [15] for second, +10... -10 100 yds x50 x2000 x100K
(or a PC little able to use these anyway): 1 or 2
[3/lvl] thereafter. +9 -9 70 yds x30 x1000 x30K
Benefits: With these levels of difference: [-5]; 3 or 4 levels: [-10];
+8 -8 50 yds x20 x500 x10K
costs, large creatures' greater differences: [-15].
+7 -7 30 yds x15 x200 x3000
HP, like their ST, costs +6 -6 20 yds x10 x100 x1000
less. Any given DR will +5 -5 15 yds x7 x50 x300 Cost of Size
cost more than the +4 -4 10 yds x5 x20 x100
equivalent Extra HP, as The cost of size is the cost of your final traits.
+3 -3 7 yds x3 x10 x30
it should. The too-low Your Size itself is bought as a trait, rolling several
+2 -2 4.5 yds x2 x5 x10
cost of DR (very valu- modifications into one easy purchase.
able in GURPS!) is +1 -1 3 yds x1.5 x2 x3 Attributes: Pay for DX, IQ, and HT normally.
raised (while high levels 0 0 2 yds x1 x1 x1 Pay for Combat ST normally. Pay for Load ST
remain cheap). High lev- -1 +1 1.5 yds x2/3 x1/2 x1/3 above or below Combat ST at half cost.
els of Toughness be- -2 +2 1 yd x1/2 x1/5 x1/10 Extrapolate costs for fractional ST, HP, or DR.
come possible (for Gi- -3 +3 2 ft x1/3 x1/10 x1/30
ants, etc.). Toughness, HP: Purchase HP above/below base HP using
-4 +4 1.5 ft x1/5 x1/20 x1/100
which differs slightly Extra/Reduced Hit Points.
-5 +5 1 ft x1/7 x1/50 x1/300
from DR but offers DR: Purchase DR normally.
-6 +6 8 in x1/10 x1/100 x1/1000
equal utility, is no Size trait: Size 0 or smaller costs [0]; Size
-7 +7 5 in x1/15 x1/200 x1/3000
longer more expensive greater than 0, [10/lvl]. This in-
-8 +8 3 in x1/20 x1/500 x1/10K
(though races like hu- cludes TH modifier, effects on
mans can be limited in -9 +9 2 in x1/30 x1/1000 x1/30K Move, Reach, and sustenance re-
how much of each can -10... +10 1.5 in x1/50 x1/2000 x1/100K quirements, and miscellaneous ef-
be bought). fects of size.
Choosing Size Other: Pay for any other size-re-
Sizes are approximate; pick the best match. lated traits (such as modified
Your Size is also your TH modifier as a target! senses) normally. There is no cost
If design is largish or smallish for its Size, boost for weight, other than that of asso-
or reduce base ST and base HP (below) a bit. ciated natural encumbrance.
Size -3 Size +2

2 | GULLIVER LITE v1.0 GULLIVER Rules Upgrade for GURPS


POWER AND MOBILITY! Notes: Encumbrance on a border of two levels Simple Rule: Mass
uses the better: WSR 21 is Medium, etc. vs Weight
Max encumbrance is renamed Super-Heavy. While finding encum-
Extending GURPS' encumbrance rules to the ef-
fects of any body weight not just carried items, Effective WSR and MSR may vary with envi- brance from WSR, Enc
ronment, as follows: Factor and MSR isn't
excess fat, and weight from high density or grav-
hard or needed often,
ity simulates differences in large and small crea- here's something even
tures' mobility better than any RPG has ever done. Land simpler, if less precise:
GVER uses one Table and set of encumbrance Most situations on land will fall under the short- Look up encumbrance
rules to cover all creatures, environments, and cut above, making for very simple computation. from WSR alone and
modes of movement, with no separate rules for But situations involving changed gravity or un- from MSR alone, and
animals, fliers, or fast Supers. usual resistance to the effects of weight (Extra En- use the worse of the two.
cumbrance) may generate unique results. All special rules for en-
Computing Encumbrance vironment apply (WSR
WSR and MSR are weight and mass, respec- Space x 5 in water or air, etc.).
tively, over Load ST. It's MSR that determines en- In 0-g, you only need to look up MSR. But More on Buoyancy
cumbrance, but resisting the burden of WSR cuts you'll need Free Fall control rolls to make use of
power available for mobility; you're stuck with a Positive weight sinks.
your newfound agility. Treat negative weight as
higher effective MSR.
positive weight, except
Baggage: Carried items are simple to deal with: Water and Air it floats instead of sinks.
Add their weight and mass right into yours. Take Swimming rolls to stay
your WSR or MSR from the combined weight or Find WSR and MSR using thrust (usually the put on the sea bed take a
mass of your body and carried items. same as Load ST). Adjust WSR and MSR as fol- free +1 for density of
The procedure: The Encumbrance Table gives lows, then figure encumbrance normally: 1.05, +2 for 1.1, and +3
an encumbrance level for any combination of WSR: Weight of items may be lessened in wa- for 1.3 or greater.
WSR and MSR: ter; it can be 0, or even negative (the item floats). Swimming rolls to float
Eyeball weights, or compute from density: Weight properly on the surface
1. Find WSR on the Table; note Enc Factor. receive a +1 for any
= (weight on land / item density) x (item density -
2. Multiply MSR by Enc Factor. minuscule level of buoy-
1), where 1 is water density. Density of a typical
3. Find encumbrance from this effective MSR. ancy, +2 for density of
creature is also 1, meaning no weight in water.
0.99 or less, +3 for 0.97
Encumbrance Table Weight causes no encumbrance if you fall, sink
or less, +4 for 0.94 or
or float freely with it; effective WSR is 0. That in- less, +5 for 0.9 or less,
WSR Enc Half Full Move Point Enc MSR
Level Mod Mod Mod Cost Fact.
cludes buoyant swimmers on the water surface, or and +6 for 0.85 or less.
gliders. (The latter don't have thrust; compute Charge [1] for each such
0.07 Neg 10 5 10 x20 200 1 0.07 their encumbrance from MSR x 10 alone, or MSR +1 to float.
0.15 Neg 9 4 9 x15 170 1 0.15 x 50 for the lesser gliders known as parachuters.) If you're really light,
0.3 Neg 8 4 8 x10 155 1 0.3 Normally, though, you fight gravity to swim or you may be buoyant in
0.7 Neg 7 3 7 x7 125 1 0.7 fly in the opposite direction, or on a level. Weight air! Air has about 1/800
1.3 Neg 6 3 6 x5 110 1.1 1.5 matters here a lot. Multiply effective WSR in the density of water; use
2.5 Neg 5 2 5 x3 80 1.2 3 water or air by 5 for lack of support beneath! that in the formula (or
use 1 to represent den-
5 Neg 4 2 4 x2 65 1.4 7 MSR: In water, multiply MSR by 2 for the diffi-
sity of air, and set your
10 Neg 3 1 3 x1.5 35 1.5 15 culty of moving through the medium. density relative to that).
12 Neg 2 1 2 x1.2 25 1.6 20
14 Neg 1 0 1 x1.1 5 1.8 25 Effects of Encumbrance Fat and Swimming
17 None 0 0 x1 0 2 35
Assume Fat characters
19 Light -1 -2 x4/5 -10 2.5 50 Encumbrance of None or worse is "positive" en- gain their buoyancy
21 Med. -2 -4 x3/5 -20 4 100 cumbrance. Neg 1 or better is "negative" encum- from negative weight in
27 Heavy -3 -6 x2/5 -30 7 200 brance. For any level, effects include: water. This awards bo-
35 X-Hvy -4 -8 x1/5 -40 20 700 nuses to float in water,
45 S-Hvy -5 -10 x1/10 -50 65 3000 Move Modifier but not to Swimming
55 Extr. 1 -6 -11 x1/15 -51 inf 7000 skill overall. And fight-
Multiply Move by Move Modifier. This replaces ing that buoyancy means
65 Extr. 2 -6 -12 x1/20 -52 inf 15K
GURPS' adjustments to Move, and applies to all encumbrance when not
75 Extr. 3 -7 -13 x1/30 -53 inf 30K
creatures, in any mode of movement. on the surface. That,
85 Extr. 4 -7 -14 x1/50 -54 inf 70K
plus slowness from the
Modifiers to skills mass of the fat, forces
Shortcuts! Olympic swimmers un-
Half Modifier: Adds to Dodge, Stealth, Jump- der GVER rules to be
For humans and other land creatures in 1-g ing, Dancing, sports skills, some martial arts, bal- sleek, not chubby.
without Extra Encumbrance i.e., nearly all ance rolls, and other DX rolls to move quickly. For simplicity, let flota-
game situations the process shortens to Full Modifier: Adds to Acrobatics, Climbing, tion bonuses, changes in
simply looking up WSR; there's no need to Flight, and Swimming. aquatic encumbrance,
mess with mass and MSR. Easy as GURPS! Modify skills like Swimming or Climbing for and other miscellaneous
In weightless situations, WSR doesn't mat- control roll purposes, but not for Move purposes. effects be no-cost spe-
ter; just look up MSR. cial effects of Fat.

GULLIVER Rules Upgrade for GURPS GULLIVER LITE v1.0 | 3


Acceleration Hazard Burden Cost of Natural Encumbrance
Systemic effects of From mass: Any level of MSR is no burden on Natural encumbrance cost is based on naked en-
long-term acceleration the system (even with names like "X-Heavy" or cumbrance, without items that can be put down or
(CII 141) should also
"Extreme"); it's only slowness. removed. See Encumbrance Table for costs.
apply to high gravity, on
top of the crushing ef- From weight: WSR does represent burden; low Encumbrance cost is based on final mobility,
fects described here. levels are tolerable, high levels are dangerous. i.e., burden from mass. If burden from weight is
The stresses of sudden Super-Heavy encumbrance: At this level you different due to Extra Encumbrance, water, etc.,
acceleration or decelera- expend all energy to stay standing, afloat, or aloft. that's a special effect of build and environment.
tion are covered on CII Extreme encumbrance: At this level you can no Encumbrance level may vary among modes of
131. Add the Half modi- longer fight gravity; you harmlessly fall in air or movement; see p 19 to price. If a design has both
fier for encumbrance to sink in water until you hit bottom (or float upward powered and unpowered flight with different lev-
relevant HT rolls. until you hit the water surface). els of aerial encumbrance, base cost on powered
Move Enhancements On land, you collapse and are slowly crushed. flight encumbrance alone, for simplicity.
Roll immediately vs HT and again every hour, at a
Move enhancements are Option: Airfoils
penalty equal to level of Extreme encumbrance.
multipliers to Move: En- The x5 WSR multiplier in air places strict
Damage is the amount by which roll was missed,
hanced Move, Super
times the level of Extreme encumbrance. Divide limits on flight in big creatures. Reduce it to
Move, and, despite the
name, Reduced Move. damage over the hour. allow cinematic bird-men, all the way down
GVER uses multipliers DR does not protect; Toughness protects with to no multiplier which lets a winged human
for Reduced Move, not half value. Reduce effective levels of Extreme en- fly with as much load as he can walk with.
subtractions: 2/3, 1/2, cumbrance for soft support underneath, up to 50% Alternately, get real and do what birds do:
1/3, 1/5, and 1/10, for 1 for a custom cushion or gravity sling. gain lift from airfoils.
to 5 levels. Simple rule: Ignore the weight multiplier.
Extra Encumbrance Add Cannot Hover/Fly Backward [-20%] to
Powered Flight or Gliding. Lose flight ability
Large designs require modification to bear their if you slow to under half Move.
own weight. GVER reworks Extra Encumbrance Detailed rule: Compute aerial encum-
Reduced Move into a leveled trait. Each level costs [5] and in- brance normally, with the weight multiplier.
poster boy creases WSR cutoffs for positive encumbrance: You may even be too heavy to fly at all (if
Limbs and Control Extra Encumbrance Table so, add the above limitation to Powered
Flight). Pay for aerial encumbrance (p 19).
A general rule for con-
trol modifiers involving levels of trait Decide how much lift airfoils generate
number of limbs: 0 1 2 3 X 80% of body weight is good. Figure new en-
None 17 18 19 21 15+2X cumbrance and Move using total weight mi-
One limb: -6*
Light 19 21 23 27 15+4X nus this lift. Pay the difference for the im-
Two limbs: +0
Three limbs: +1 Medium 21 24 27 33 15+6X proved encumbrance, but with a Requires
Four limbs: +2 Heavy 27 33 39 51 15+12X Forward Move limitation [-20%]: Slow to
Five to six limbs: +3 X-Heavy 35 45 55 75 15+20X between 2/3 and 9/10 full Move, and you
Seven to ten limbs: +4 S-Heavy 45 60 75 105 15+30X lose half the improved levels; between 1/3
Eleven+ limbs: +5 Extreme 1 55 75 95 135 15+40X and 2/3 Move, three-fourths of the levels;
Examples include bal- Extreme 2 65 90 115 165 15+50X slower than that, all improved encumbrance.
ance and number of ap- Extreme 3 75 105 135 195 15+60X Added weight: Carried weight increases en-
pendages (usually legs) Extreme 4... 85 120 155 225 15+70X cumbrance, which lowers speed, which fur-
on the ground, or Climb- ther increases encumbrance, which... Unless
ing rolls and the number Extra Encumbrance lets your legs and back you want to tackle computation of the com-
of limbs involved. carry much and can reduce the weight burden a plex equilibrium, use this shortcut:
Multiple wings or land creature feels, even if slowed tremendously Increase encumbrance normally if you take
swimming appendages on weight, then increase it again by half as
by mass. It has no effect in midair or floating in
offer these modifiers on
water, or on negative encumbrance. Also, your many levels (round down).
Flight or Swimming
control rolls. arms are no stronger; max lift does not change. Takeoff: Some powered designs relying on
When in doubt, use +0. A guide to the number of levels in a design: airfoils will need help to reach viable flying
Legs: One level for 3 to 5 legs (or other limbs speed for takeoff. You may need to run fast,
*Includes human bal-
supporting weight), two for 6 or 7, three for 8+. dive from a high spot, or face into the wind
ance with leg grappled,
or after failed kick (p 8). (This, not a separate chart, is GVER's accommo- (it's Move relative to the air that counts).
dation for load bearing in multi-legged creatures.) Gliders: Most gliders use the Requires For-
Extended Tables A legless body may have up to three levels. ward Move limitation too (p 20). If you slow
A "..." in a Table row Design: One level for efficient load-bearing de- in mid-glide, you lose levels of Slow Fall as
means to extend in that sign (ox, elephant, Dwarf, etc.). above, and if under one-third full Move, all
direction as needed. Ad- Size: One level for Size +1 to +3, two for Size ability to glide. A dive and pull-out may let
ditional rows follow the +4 to +6, etc., for thicker-than-human bones. you restart things (if there's time...).
same progressions as Stance: One level less for splay-legged, Very Fortunately for gliders, added weight
previous ones; the meth- Low stance (p 20). doesn't slow forward Move; no problem
ods should be obvious. Other: Adjust for exotic structure, magic, etc. there. It does increase rate of descent (p 6).

4 | GULLIVER LITE v1.0 GULLIVER Rules Upgrade for GURPS


ACTION! Water Performance Option: Control
Your turning radius =
Skills and Move, aquatic creatures one 60 facing change
All About Move every ((current Move in
All forms of movement running, flying, swim- Swimming defaults to DX for aquatic creatures. yards squared/10)/ Move
ming, climbing, etc. use the same Move calcula- Short-term speed boost: Use Speed Swimming Modifier) yards. Mini-
tion: (Base Move + adjustments) x adjustments. (treat as Running). mum turn radius is your
Adjustments include skills, encumbrance, adap- Long-term speed boost: Use Long Distance length, unless you can
tation, enhancements, and size. Swimming (treat as Hiking). pivot in place.
Tricky maneuvers: Use Swimming; or Water Make a control roll
Round Move for combat, but keep fractions for (unmodified for encum-
long distance movement. Use the appropriate skill Acrobatics (P/H) for acrobatic Dodges, water
"walking", etc. Let Water Acrobatics aid leaps brance, which is already
or attribute for control rolls. factored into radius), at
from surface (p 6) as Jumping skill does on land.
a -2 to cut turning radius
Move: (Base Move + Speed Swimming/8) x up to 2/3, -4 for 1/2, -6
Computed scores Move Modifier x enhancements x Linear Scale. for 1/3, -8 for 1/5, -10
Basic Speed: (DX+HT)/4. Also called Speed. Swimming control rolls: Roll vs Swimming, for 1/7, and -12 for 1/10.
Speed and Move are not the same. with Full modifier for encumbrance.
Base Move: Basic Speed. Option: Acceleration
Move: Computed below. Skills and Move, non-aquatic creatures Acceleration or decel-
Step: Move/5. Not necessarily a literal step. eration in hexes per sec-
Sprint: Move + Step. Requires a second of full- Only Swimming (defaults to DX-5, not to ST) ond is Move without En-
speed Move to achieve. and Water Acrobatics (limit skill level to Swim- hanced or Super Move.
Despite the terrestrial wording, Step and Sprint ming) are available, and represent far more lim- Make a control roll at
apply to any mode of movement. ited ability than the same in aquatic creatures. +2 to decelerate by
Take a -2 on combat and other athletic actions, in- twice the normal amount
cluding Dodge. without tumbling.
Land Performance Move: Base Move x Swimming/5 x Move
Space Acceleration
Modifier x 1/10 x enhancements x Linear Scale.
Skills and Move, terrestrial Creatures (This looks different from GURPS, but gives the Space fliers have an ac-
same results for average humans.) celeration, not Move,
Short-term speed boost: Use Running.
Swimming control rolls: Roll vs Swimming, stat (BT 136).
Long-term speed boost: Use Hiking. Find maneuverability
Tricky maneuvers: Use Acrobatics. with Full modifier for encumbrance.
from MSR (50 / accel-
Other: Jumping and Climbing are useful skills. eration), to get skill and
Running Move: (Base Move + Running/8) x Air Performance Dodge modifiers (Move
Move Modifier x enhancements x Linear Scale. Modifier is irrelevant).
Running control rolls: Roll vs DX or balance, Skills and Move, powered fliers If there is gravity, you
with Half modifier for encumbrance. need to fight it. Find En-
Flight defaults to DX for flying races, DX-4 for cumbrance Factor from
others. WSR and divide accel-
Skills and Move, non-terrestrial creatures Short-term speed boost: Use Speed Flight eration by that.
Use Crawling or Flopping (both P/E, default to (treat as Running).
DX-4) to get about poorly. Other skills are gener- Option: Substitution
Long-term speed increase: Use Long Distance
ally not possible. Take a -2 on combat and other Flight (treat as Hiking). A neat trick: For all
athletic actions, including Dodge. Tricky maneuvers: Use Flight; or Aerial Acro- Move that adds some
Move: Base Move x Crawling/5 x Move Modi- batics (P/H) for barrel rolls, acrobatic Dodges, etc. skill/8 to Base Move, let
fier x 1/10 x enhancements (Reduced Move only) that skill replace its base
Move: (Base Move + Speed Flight/8) x Move
attribute in Base Move
x Linear Scale. Modifier x enhancements x Linear Scale x 2. instead: e.g., (DX +
Without legs, multiply Load ST by 1/2 for one Flying control rolls: Roll vs Flight, with Full Running)/4 on land.
arm, 2/3 for two or more, for encumbrance pur- modifier for encumbrance. This eliminates big
poses. With no limbs, halve Load ST and replace Move bonuses for a
Crawling with Flopping. Skills and Move, unpowered fliers mere half point in skill,
Control rolls: Roll vs Crawling, with Full yet reduces the too-high
modifier for encumbrance. Flopping requires skill Relevant skills are Flight (Gliding) or Flight cost of Move bonuses at
roll every turn to move in desired direction; roll (Parachuting), defaulting to DX for gliding races, the high end.
direction randomly otherwise. DX-4 for others, and cross-defaulting to each
other at -2 (the latter also to Parachuting at -2). Dodging skill
Current and Wind There are no speed boost skills for gliders. Some fighters duck
Movement in water is relative to the cur- Tricky maneuvers use the above Flight variants, blows rather than parry
rent, not to the ground. Current moves you or Aerial Acrobatics. (Many powered fliers can or block them. Allow a
every turn whether you like it or not. After also glide, using Flight for general control.) Dodging skill (P/E),
you move normally from point to A to B, it Move: Base Move x 1/10 if parachuter (p 20) x which replaces DX to
moves you from B to C in its direction, at its enhancements x Linear Scale x 2. Skills and en- evade a slam or grapple,
Move. (Your actual path is a line drawn from and substitutes for DX
cumbrance do not affect Move. (See also p 17.)
A to C.) in the (DX+HT)/4 base
Gliding control rolls: Roll vs Flight variants, for your Dodge score.
Wind affects fliers in exactly the same way. with Full modifier for encumbrance.
GULLIVER Rules Upgrade for GURPS GULLIVER LITE v1.0 | 5
No Maneuverability Other actions Climbing
A non-flier in a fall Climbing and diving: Use climbing and diving There's no "generic" climbing action; what's
(including mid-jump) or rules from VE 155. On a dive, you'll keep gaining climbing to us is just running up a wall to a lizard.
floating in space can not speed until you reach the faster of diving terminal These rules cover all variations, telling whether
maneuver. Defenses and velocity (p 17) or weightless forward flight speed.
athletic actions are at -4, you can make a climb and how fast you climb.
Hovering: Only fliers that can hover can move
or may be impossible.
backward. Double cost for a rear or side hex. Skills and difficulty
Climbing and Weight Descent: Simple rule: Find a glider's Move
Modifier from effective WSR only; rate of descent Climbing skill: Base skill and default on DX,
The rules make climb- not ST. Skill (unadjusted for encumbrance) affects
ing very difficult and is 1 yard/sec, divided by this Move Modifier.
Detailed rule: Find terminal velocity (p 17). Move in some climbers.
slow, or impossible, for
an unathletic WSR. But This will be based on your ratio of weight to area WSR: Multiply WSR for slope: 15 = x1.2; 30
if a climb seems possi- (see Slow Fall notes on p 19). = x1.4; 45 = x1.6; 60 = x1.8; 75 = x1.9; 90 =
ble despite the numbers, Soaring: Thermals or other upward currents x2; over 90 (overhang) = x3.
set encumbrance at an confer a rate of ascent that offsets a glider's de- Multiply WSR for holds: Excellent (ladder) =
arbitrary S-Hvy or X- scent. Fliers not specialized as soarers (p 20) x1; Good (tree or rock pile) = x1.1; Moderate
Hvy and move on. benefit from only half as much lift. (stone wall or rope-up) = x1.2; Poor (wall, mini-
Taking off: Use a Change Position maneuver to mal footholds) = x1.5; Very poor (wall, narrow
Simple Climbing
go from resting to flight. This can take longer for finger-cracks) = x2; None (sheer wall) = no climb.
For a simpler climbing That's for humans. Geckos have excellent holds
encumbered creatures (use aerial encumbrance).
Move: Convert BS on all the above; squirrels, good or better on most.
climbing times into a Landing: Make a balance roll to maintain foot-
ing in a high-speed landing, at -2 if landing speed Encumbrance from new WSR determines skill
Move score. Multiply by
is your running Move or faster, -4 if twice as fast, and Move modifiers for climb.
Base Move/5 x Move
Modifier x Climbing etc., for as many turns as it takes to decelerate.
skill/10 x Linear Scale. Roll vs Flight upon touchdown; add the amount Move and control
Multiply by 2 if no un- by which you succeeded to those balance rolls. Grip: Grip determines holds, above. Claws may
usual position is re- Dodge: Change fliers' Dodge bonus to +1 be able to grip where hands or feet cannot, if they
quired (a squirrel or liz- Dodge per full 8 levels of encumbrance-adjusted
ard climbs in normal can "dig in". (This replaces GURPS' +2 skill for
Flight skill (max +3). claws.)
running position; a hu- Weapon use: Limit weapon Acc bonuses to Posture: Multiply Move by 1 to 1/20 for an ob-
man doesn't). Climbing
Move may not exceed Flight skill (or half skill for a stricter rule). Other vious change in posture or way of moving. A liz-
running Move. penalties on weapon use in flight apply to users of ard on a wall (no change from normal running
That's more detail than technology (including spells), not to natural fliers. posture) uses 1. A human uses 1/2 for a ladder,
GURPS, though it 1/5 for a tree or rock pile, 1/20 for a wall.
doesn't reflect the huge Microgravity Performance Move enhancements: If multiplier for posture
importance of WSR as is 1, climbing is just vertical running; use normal
the full GVER rules do. Microgravity is 0.2-g or lower. Rules also apply land movement enhancements. Otherwise, only
to creatures on land or seabed with weight re-
Simple Jumping special climbing enhancements (p 20) apply.
duced to 1/5 mass or less by water, static lift, etc. Move: Base Move x multiplier for posture x
For quicker rules: Jd =
Move Modifier x Linear Climbing skill/5 if multiplier for posture is not 1 x
Skills and Move in microgravity Move Modifier x enhancements x Linear Scale.
Scale x enhancements.
(There's no ST here; it's Free Fall handles control and tricky maneuvers, Climbing Move may not exceed running Move.
part of Move Modifier.) and defaults to DX for space natives. Athletic DX Control rolls: Roll vs Climbing -2, but modi-
Boost Jd for skill, per is limited by Free Fall skill; actions require a con- fied for total number of limbs gripping (i.e., +2 for
main text. trol roll vs Free Fall to avoid leaving the surface. a human's four limbs, p 4). Add Full modifier for
Add your leg length to No speed boost skills are available, though encumbrance and other appropriate modifiers,
Jd. You now have your Jumping helps you launch yourself at high speed. such as a penalty for slick-soled dress shoes.
base broad jump dis- If slope is 45, extreme maneuvers (including
Move along surface: Base Move x Move Modi-
tance; your high jump
fier x 1/2 if using arms x Linear Scale x 1/2 for Dodge) force control rolls, at -3 per additional full
height is half that. In-
crease for Move per grip-and-release movement or magnetic boots. 15. This replaces skill modifiers from BS.
main text. That's that. (Use x 1/3 for boots if no Vacc Suit skill.) Solid footing: The above rules assume precari-
If using arms instead of legs, multiply ST per ous footing. If weight is able to rest on sturdy
Fish jumping crawling on land. footing below, such as a human on a ladder or
To "jump" from water, Land movement or climbing enhancements may stout branches, halve any increases in encum-
swim fast to the surface. apply, depending on style of movement. brance level. Extreme maneuvers take a +3 bonus
Js is Move; Jd is (Js Control rolls along surface: Roll vs Free Fall, on control, instead of the penalties above.
squared)/10. Figure re- with Half modifier for encumbrance. Modify con- Swinging from arms: WSR multiplier for slope
sults normally from Jd trol for number of appendages gripping surface. is 2. Move multiplier for posture is 1/5. Control
and angle, with no bo- Move in free flight: Use appropriate Move for rolls stay at -2, for only two limbs involved (p 4).
nuses for movement, With the Brachiator advantage [5], Move multi-
flight, or use acceleration (p 5) instead in vacuum.
body position, or Jump-
Control rolls in free flight: Roll vs Free Fall in plier for posture is 1/3. Add +2 to Control rolls.
ing skill.
vacuum, with Full modifier for encumbrance. Climbing at DX and Acrobatics at DX-2 are free.

6 | GULLIVER LITE v1.0 GULLIVER Rules Upgrade for GURPS


Jumping Footprint-to-footprint distance: Add: Jump/Throw Speed
No roll: Half leg length (a foot and a half for a Throwing speed in
tall human). yards/sec upon release,
Base jumping ability
Jumping roll: Full leg length.* Ts, is the square root of
Base ability, Jd, is the lower of: Jumping -4 roll: Leg length x 1.5.** Roll vs (Td x 10). For a flat an-
Load ST x Linear Scale x 15 x enhancements Jumping or balance to avoid falling upon landing. gle, forward Move also
/ mass; or adds to Ts.
* Requires momentum: Move >= linear dimension. Jumping takeoff and
Speed x Linear Scale x enhancements ** As above, but Move >= twice linear dimension. landing speed in yards/
Creatures with non-muscle acceleration mecha- sec, Js, is the square root
nisms [10], like fleas, use the higher of the two. Jumping skill of (Jd x 10).
Enhancements include Enhanced Jump, Super Speed in mph is twice
Base Jumping on DX, defaulting to DX -4 or Ts or Js.
Jump, Poor Jumper, etc.
Acrobatics -4. Do not base Jumping skill or its de-
fault on ST, or let skill replace ST. Gravity
Increase for skill Add Half modifier for encumbrance to Jumping Divide jump/throw dis-
Increase Jd by 10% per 2 full levels of Jumping rolls for control, including body position, maneu- tances and heights by g.
skill (unadjusted for encumbrance) over 10. vers, landings, etc. Do not modify for Jd boost. In 0-g, a spacer can
Rolling: Optionally, roll vs Jumping. Every 2 Maneuvers: The body position rolls to add launch objects from a
full points of success increase Jd by 10% height and to add distance can be improved sepa- surface at a speed of Ts,
(minimum 10% boost for any success). Failure of- rately as maneuvers (max: Jumping +4). or herself at Js! Either
fers no bonus; critical failure is a fall or injury. would travel at that
Move forever unless
Throwing stopped by something.
Angle and base distance
Below is one set of rules for all throws: weap- Hang Time
For any angle, multiply Jd as follows to get base ons, baseballs, sacks of concrete, anything.
height and base distance: The time a jumper or
Note distinction between TH penalties (affect
thrown object spends in
Jumping Angle Table TH only) and skill penalties (affect skill for all the air can be realisti-
purposes, including TH and distance). cally computed as twice
angle height distance the time to fall from the
90 x1/2 x0 Arm mass jump's or throw's height.
75 x9/20 x1/2 But calculating flight
60 x3/8 x9/10 Throwing performance is limited not only by the times of missiles will in-
45 x1/4 x1 mass of the thrown object, but by a portion of arm troduce strange "time
30 x1/8 x9/10 mass. For throwing purposes: delay" attacks in com-
15 x1/20 x1/2 Arm mass = body mass / 50. bat, something RPGs ig-
0 x0 x0 nore for simplicity!
Round appropriately. For the average human, it's
an easy 3 lbs. For simplicity, use the same body Advanced Stuff: Dis-
High jump: At 90, base height is Jd/2 yards. mass / 50 even with more than one arm throwing. tance and Move
Long jump: At 45, base distance is Jd yards. Jump and throw dis-
Base throwing ability tance bonuses for Move
Add height or distance for movement are simplifications. A
Base ability, Td, is the lower of: more accurate bonus
Choose one of the following bonuses: multiplies hang time by
Load ST x Linear Scale x 10 / (arm mass + ob-
Height: Add Move/18 to height, using the same Move. A distance bonus
ject mass); or
units. (That's 2" per yard of Move.) Or: of (Move x 0.9 x square
Speed x Linear Scale x 10
Distance: Add Move/2 to distance, using the root of height), where
same units. Enhancements that modify Td would mirror Move and height are in
jumping enhancements in cost and effect. yards, comes close.
Add height or distance for body position Two-handed throws: You can throw heavier Throw Maneuvers
Results so far measure how far center of mass weights slowly. Give Load ST a 50% boost in
Range (Hard; defaults
moves. Leg length also matters in height cleared, the first formula, but lower multiplier from 10 to 2
to skill; max skill+4) re-
or in footprint-to-footprint broad jumps. Add a bo- in the second formula. places skill for Td bonus
nus as below, attaining up to double height or dis- More arms: As two-handed throw, but for each purposes. Indirect Fire
tance computed so far: arm over two add 10% to Load ST, and reduce (Hard) reduces TH pen-
multiplier in second formula by 0.5, down to 1.0. alties for high angles.
Height cleared: Add: Weight limits: Thrown object weight is limited
No roll: 1/3 leg length (a foot for a tall human). to max lift for the number of arms involved. Adding bonuses
Jumping roll: 1/2 leg length.* Percent bonuses to Jd
Jumping -4 roll: Full leg length.** This is a flat- Misses
or Td are additive, i.e., a
on-back high jumper's pose. Roll vs Jumping, bal- Close targets allow very flat angles. A miss 20% Td bonus from
ance, or Acrobatics, at -4, to land on your feet. won't fly far: no more than twice the targets AOA, 30% bonus from
Clearing an obstacle requires forward momen- distance from you, up to but no less than skill, and 10% bonus
tum; a flatter jump (60 or so) is realistic. one-fourth the max range for the throw. from Extra Effort com-
bine to a 60% bonus.

GULLIVER Rules Upgrade for GURPS GULLIVER LITE v1.0 | 7


Simple Throwing Increase for skill Lifting
GURPS' throwing rules For any throwing skill and the appropriate ob- Max lift is Load ST x 6 for one hand, Load ST x
work okay but GVER ject, increase Td by 10% per 2 full levels of skill
may be even simpler, 25 for two, plus 10% for each arm above two.
over 10. Lifting skill: Base on DX or HT, not ST. Boost
with one set of rules for Rolling: Optionally, roll vs skill. Every 2 full
all objects and no tables max lift by 5% per 2 full levels of skill over 10 (or
points of success increase Td by 10% (minimum every 2 full points of success on a skill roll, mini-
for weapon ranges. For
typical humans with 10% boost for any success). Failure offers no bo- mum 5% bonus for any success). Failure offers no
normal weapons, maxi- nus; critical failure is a slip or injury. bonus; critical failure is a fall or injury.
mum range is an easy
(Load STx10) / (weapon Increase for All-Out-Attack Balance
weight+3); 1/2 Damage
Range is half that. You can use All-Out-Attack to throw harder: In-
crease Td by 20% as an AOA option. Modify per the sidebar, and for number of legs
Advanced Throwing This is the normal way to throw in sporting on ground (p 4). Improved Balance adds +1/lvl;
events or at a faraway foe any time combat de- Poor Balance, -2/lvl (p 20).
For every full (max When to check: Rules will indicate when to roll
lift/10) lbs. of object fenses are not a worry.
vs balance to avoid falling: after significant
wgt, cut Td as follows:
4/5, 2/3, 3/5, 1/2, 2/5, knockback, when walking on a narrow beam, etc.
Angle and base distance
1/3, 1/4, 1/5, 1/10, 0. Lesser perils may force a roll at +4 (GM call).
This gives more realis- If throwing for maximum distance, a 45 throw Special: If balance is so poor that even a check
tic distances for one- vs flies Td yards. For other angles, compute height at +10 risks a fall (roll only if 14 or less, for sim-
two-handed throws with and distance of throws per jumps. plicity), then even "normal" athletic actions, like
heavy weights. running, defending, or attacking, can cause a fall.
Add distance for movement Make this special check for characters with Poor
Starting height
Balance, or after a weighted blow (p 14). You can
If starting height mat- Add forward Move x 2 to distance, using the
ignore it in other situations, but it does nicely let
ters in a jump or throw, same units, up to double distance.
an encumbered oaf knock himself over with a too-
use this fudge: Starting Throwing on the run is possible but hard: Take a
heavy sword and an AOA, and that's a fun thing.
height adds to max -4 skill penalty. Some sports skills may reduce
Kicks: The GURPS balance roll after a missed
height reached. It in- this penalty; others may disallow running (p 9).
creases distance by 50% (human) kick is this same check: balance +10, -4
or by starting height, for missed attack, -6 for one leg. (Call a successful
Angles and combat kick only -2 as the leg returns quickly, -2 for an
whichever is less.
An overhand throw Define a "direct" throw as 15 or flatter. That attack, or net -4 generally, no check needed.)
starts at your height, half angle halves maximum range. Result of balance check: Failure by 3+ means
this if underhand (most For simplicity, let this range double as 1/2 Dam- you fall; lesser failure puts you off-balance.
two-handed throws). A age Range. Targets outside 1/2 Damage Range re- Off-balance: Treat as 5 levels of Poor Balance:
high platform also offers quire a higher angle and become indirect fire: -5 athletic DX, -2 AD, and -10 balance.
starting height. Lose Acc bonus, and take a -1 TH per 15 of an- Any athletic action will require a balance check
Balance Modifiers gle above 15 (i.e., -2 TH at 45, or max range). (+10 as above, but -10 for off-balance). Failure by
This is in addition to normal range penalties. 3+ is a fall; otherwise, you remain off-balance.
Modifiers are cumula-
(Critical success moves you into balance.)
tive, and generally last
throughout your turn (or Throwing skills Recovery: Roll vs balance per above at the start
as long as the cause re- of your next turn to recover, with a bonus for a
Throwing: The Throwing skill adds a distance
mains in effect). Step in the direction of leaning (GM call): +4 if
bonus as above (replacing GURPS' ST bonus) for
Balance modifiers also front hex, +2 if rear.
any thrown (one-handed) object.
generally affect Contests Success by 3+ is recovery, failure by 3+ a fall;
of Skill to avoid being Allow a Two-Handed Throwing counterpart to any other result indicates continued off-balance.
pushed, thrown, tripped, the Throwing skill, cross-defaulting at -3. Skill: Let Balancing (P/E; defaults to Acrobatics
grappled, etc. Other combat skills: Any throwing skill boosts -2, Body Sense -2) replace DX in balance rolls.
distance for the appropriate object: Spear Throw-
Encumb.: Half mod.
Poor footing, or legs ing lets you hurl a spear or javelin farther, etc.
New combat skill: Use Grenade/Rock Throw- Changing Position
otherwise hampered: -2
Legs stuck in place: -4 ing (P/E) for any small, round object. To vary time: Roll vs DX+3 with Full modifier
Surprised or stunned:-4 for encumbrance, or Acrobatics +3. Success
Option: Throws and Damage
Up to 1/2 Move: -1 means a full second to make position change;
Up to full Move: -2 Factors boosting throwing distance should every 5 full points of success halves this. Failure
Sprint: add. -2 boost damage too ideally in proportion to means two seconds; every 5 full points of failure
Just made attack: -2* boosts in Ts, but this is hard to work with.
AOA; weighted blow; doubles this. (To make two position changes, roll
A fudge: For a Td bonus of +100% or less one after the other, or make one roll at -5.)
too-big weapon; other (from skill, etc.), apply half that bonus as a
"heavy" attack: Addi- A half-second change lets you go from kneeling
damage bonus. Treat extra distance from to standing in the first half of a second, and act
tional -2 balance*, -1
AD* each. movement as a +40% Td if significant Move freely in the second half. Treat a quarter-second
(GM call) and a flat throw, +20% if a higher change as "zero time" (like a Fast-Draw roll); two
*Double for a missed throw, no bonus if not significant Move.
blow! of these make a half-second change.

8 | GULLIVER LITE v1.0 GULLIVER Rules Upgrade for GURPS


Stealth and Tracking Pitching: Baseball's pitch is unique. Pitching is Stealth
P/H, increases Td by 20% per point of success on A list of modifiers
See the sidebar for general modifiers. a skill roll, raises AOA Td bonus to 50%, and (V=vision, H=hearing):
A big shadower is very conspicuous. Apply adds the equivalent of Basic Speed to speed Movement (vs V, H)
Shadowing penalties: -2 for largish size, -4 for Gi- (boosting distance by Speed x 2). But it requires a
gantism, -8 for a full Size level larger than crowd, MV 1/10 or less: +4
Ready for the wind-up and a Step for the pitch, MV 1/5 or less: +2
no reasonable possibility for larger size. and suffers Half modifiers for positive encum- MV 1/2 or less: +0
A large or heavy target is easy to track: Add half brance. There's no TH penalty for a 15 or flatter Up to full MV: -4
your target's Size to your Tracking skill, and sub- pitch, but any steeper pitch suffers normal combat Sprinting: -6
tract its Half modifier for encumbrance. Also ap- TH penalties plus a -4 skill penalty. Unadapted to Environ-
ply modifiers for absolute weight, per Stealth. A pitch's speed in mph is (Ts + Speed) x 2. ment: -2
Pitching has maneuvers such as Fastball (Hard; Range (vs V, H)
Extra Effort defaults to Pitching -4; max Pitching -2; boosts Td Subtract Range modi-
bonus for skill roll to 25% per point of success). fier from Stealth
Extra Effort increases measurable abilities (such Other: A quarterback uses what is essentially a
as ST) by a percentage, and abstract abilities (like Distraction, target fa-
P/E combat throwing skill. tigue (vs V, H)
a skill) by an absolute amount. Roll vs HT modi- A few sports throwing skills, like Hammer
fied for Will, not vs ST or other stats, with a pen- As GM determines
Throw and Caber Toss, are two-handed skills.
alty for each level of desired effect: Size (vs V)

Extra Effort Table Non-Athletic Feats Subtract Size from


Stealth
action penalty extra effect Hiding places, relative
Dealing with large animals
lifting -1 +10% Load ST to your size (vs V)
movement -1 +5% Move Huge animals may ignore (or eat!) small charac- Few hiding places: up
jumping -1 +5% Jd ters. Rules of thumb: Animal Empathy bonuses to -5 (more if directly in
throwing -1 +5% Td are halved if you're 3 Size levels smaller, negated field of vision)
Active Defense -2 +1 AD if 6 levels. Every level of Size difference over 3 Many hiding places: up
generic athletic skill -2 +1 skill subtracts from Animal Handling skill. Every full 3 to +5
levels of difference reduce Riding by 1. Carried items (vs H)
Extra Effort costs a point of fatigue whether it Beast-Kin adds 1 to the above Size limits. Leather armor: -1
succeeds or fails. (Critical success costs nothing.) Scale, chain armor: -2
Critical failures indicate a fall, dropped item, Social abilities Plate armor: -4
physical strain, wild throw, etc. Packs, treasure, weapon
Base influence skills like Leadership (including belts, etc.: -2 or worse
Full effort is required before Extra Effort: You defaults) on IQ, not ST. Add Strong/Weak Will,
must first Sprint in a run, use AOA in a throw, Charisma, and reaction modifiers. Feet (vs H)
etc., before boosting effects with Extra Effort. Power and Intimidation: Take +5 for one Size Hard soles, hooves: -2
level advantage, +1 per additional level; or up to Claws: -1
Sports Soft shoes/bare feet: +0
+4 for lesser height advantage. Take -3 if one Size
level shorter, -1 per additional level; or up to -2 Surface (vs H)
GVER's rules for physical feats are detailed Gravel, rocks: -2
for lesser height disadvantage.
enough that sporting events can be fun to play: Dry grass, leaves: -4 or
Take up to +5 for displays of superior ST up to
Triple Jump: Make the first jump normally. worse
double target's, +2 per additional doubling.
The next two use Triple Jump (Easy maneuver;
These are guidelines for any power-related so- Listener (vs H)
default: Jumping -2; max: Jumping) to boost Jd,
cial skills. Modify appropriately: Power may af- Dogs: -5
travel only 2/3 distance, and only add up to x1
fect Leadership less in "civilized" situations. Geese: -1/bird (max -6)
(not x1.5) leg length each. Add three distances.
Slam dunk: Add height, 2/3 arm length, and Weight (vs H)
running high jump height (no leg length bonus). If Other activities Encumbrance: add Half
result is a foot higher than the rim, SLAM! No Pickpocketing: Against smaller targets, apply modifier
special maneuvers are used, but roll vs Basketball Size level difference as skill penalty. Against Absolute weight: +1
(+2 if hand can "palm" ball) to slam net, not rim. per x1/10 multiple of
larger targets, there's no equivalent bonus. human weight (max +5),
Special throws: Many throwing skills are spe- Holdout: Use relative Size modifiers: 8" Cidi or -1 per x10 multiple
cialized for distance, not quickness or target accu- suffer -6 skill, but Cidi-sized guns allow a +6.
racy. The Td bonus for skill rolls is 10% per point Skill (vs H)
Manual tasks: When appropriate, decide the
of success, but skill requires a Ready action and "correct" Size for a task (such as Size 0 to pick a Light Walk adds skill/5
suffers Half modifiers for positive encumbrance. human-scale lock), and subtract Size differences
To hit a target, apply a flat -4 TH for a 45 throw, from skill. Limit bonuses from smaller Size to +2.
with additional -1 per 15 higher or lower. Vehicles: Typical vehicle skills take a -3 penalty Light Walk
Examples include Hammer Throw and Discus if operator is one Size level too large, -6 if two, Apply the Full modifier
Throw, whose Ready action is a spinning routine normal operation not possible beyond that. for encumbrance to this
that disallows Move. Javelin Throw uses a second Cramped cabins are worse: -2 for somewhat tall, skill, plus a modifier for
of full Move to Ready, but throwing on the run -4 for Gigantism, -8 for one Size level difference, absolute weight, per
adds only another -4 TH penalty, not skill penalty. normal operation impossible thereafter. stealth.

GULLIVER Rules Upgrade for GURPS GULLIVER LITE v1.0 | 9


Getting Close FIGHT! Large weapons
You can get closer than If a weapon is wide, add its width to target's lin-
default range in melee, ear dimension. (Example: 6" target + 6"-wide
but not closer than the Move and Attacks
board = 12" target, or -5 TH.)
larger of 1) target's lin- GVER allows missile attacks on the run (p 8), The following Table shortens this, giving effec-
ear dimension, or 2) tar- though with heavy penalties. Actions while
get's speed (for swings: tive target Size from the difference in weapon
Sprinting should also be possible, though messy. width Size and target Size:
target's speed + at-
Assume no defenses are possible while Sprinting
tacker's weapon length),
(think of it as "All-Out Move"), and any attack is Huge Weapons Table
using same units.
If this range exceeds a Wild Swing. Anything goes on a critical failure! weapon Size effective target Size Dodge
default, no bonus for minus target Size penalty
close range is possible; Melee Combat and TH -3 or smaller use target Size 0
use default range.
Ready: Spend a Ready GVER uses the same rules for melee and ranged -2 use target Size +1 -2
action to get close combat, including modifiers for size, speed, range, -1 use target Size +1 -4
(simultaneous with any and aiming. Differences remain: Melee attacks 0 use target Size +2 -6
position changes). You have a default "minimum range" with restrictions +1 use weapon Size +1 -8
don't need to Ready be- on getting closer, and very short max range, which +2 use weapon Size +1 -10
fore every attack; only if limits the TH bonus for a large target. Ranged at- +3... use weapon Size -12...
the target moves beyond tacks can't be "guided in" for the +4 TH bonus
default range again. from AOA (although throws can gain a distance Most weapon width will be inconsequential
Position: Close range
bonus for AOA). (Size difference of -3 or more). But a weapon like
melee attacks may re-
quire kneeling, crouch- a net is big even against a full-sized target.
Shortcut!
ing, or other clumsy
poses, as GM decides. These rules' range and speed considerations Ranged Combat and TH
Power: A close range "drop out" in normal stand-up-and-fight me-
swing has damage re- lee combat, coming into play only to resolve GURPS rules apply, with a few notes:
duced by the same per- special situations. All that usually matters is Range: Thrown ranged weapons generally re-
centage by which range the difference in opponents' Sizes, as a TH quire a minimum distance equal to (attacker's lin-
was reduced. Thrusts penalty to hit the smaller target and a bonus ear dimension plus weapon length) to be used ef-
have damage reduced by to hit the larger. fectively; otherwise, treat as a melee attack.
only one-third as much. Guns can generally fire even if touching target
Example: You can swat (infinitely close range!). But for any ranged attack
a fleeing 1" (-11 TH) in- Size, speed, range, and aim against a moving target that's not stopped to fight,
sect with a normal swing
Target speed: The speed of a target stopped to minimum effective range is target's speed.
from default range
(good luck!), or spend a fight in combat does not matter, but the speed of a Weapon size: Use the rules for large weapons if
Ready to move in close. target taking Move maneuvers (fleeing, etc.) does. a ranged attack has significant width: a wide
Minimum range is Range and speed: As with ranged weapons, to- flamethrower jet against a tiny foe, etc.
larger of target size (1"), tal target speed (when it matters) and range to find
or speed (say 6"/sec) + a net TH modifier from the Scale Table.
weapon length (12" for Default range: Default range is attacker's linear Defenses
rolled-up newspaper). dimension, regardless of actual distance. (See
Minimum range is 18". sidebar to whack small targets at closer range.) Dodge basics
Combined speed and Size: Apply target Size as a TH modifier in me-
range is 24", or +3 TH. Dodge does not equal Move in GURPS, even if
lee, just as in ranged combat. This is cumulative the rulebooks don't get it. They share the same ini-
Weapon is 4" wide; ef-
fective target size is 5", with modifiers for target location: An Ogre (Size tial base but are very separate stats.
or -7 TH. +1) is +1 TH; her vitals (-3 TH) are a net -2 TH. Dodge: Basic Speed + Half modifier for encum-
Net TH: +3 - 7 = -4. Size and range: Together, target Size and de- brance + adjustments. Round down. This is for all
Add the +4 from AOA fault range simplify to the difference in fighters' creatures; no special rules for animals are needed!
to even this up (you're Sizes, as a penalty to hit a smaller foe or a bonus Adjustments include Combat Reflexes, Boxing
not going to defend to hit a larger foe. skill, etc. But Size, Running skill, and Move en-
yourself against a bug!). Example: A human attacks an Ogre at +1 TH, hancements do not affect Dodge.
Range is 1/4 the default for a Size +1 target at human (2-yd) range. The Retreat: Use Step as the distance of a Retreat.
2 yards; reduce swing Ogre strikes back at -1 TH, for a Size 0 target at
damage to 1/4. Part by part: Freely-moving limbs arms,
Ogre (3-yd) range. An Ogre strikes an Ogre at no head, etc. can Dodge more nimbly. Halve any
Simple Melee Range modifier, for a Size +1 target at 3-yd range. Dodge penalties from encumbrance for these (or
Max bonus: Limit bonus to hit a larger target to give +1 Dodge if encumbrance is None or better).
Forget the main rules.
When fighting small tar- +2 (or +3 with a long weapon) after Size, target The body (and legs supporting it) do not benefit.
gets in melee, just halve location, etc. Unlike ranged weapons, additional A freely-moving appendage with eyes (usually
penalties for Size differ- target size is out of your reach and is irrelevant. the head!) also receives +1 Dodge vs attacks from
ence with a Ready ac- Aiming: Allow normal "aiming" with hand within the field of vision. These are cumulative.
tion. Assume this covers weapons (max +3 TH, defenses or disruptions can Position: Dodge penalties for sitting/kneeling:
close range, aiming, spoil aim, etc.). Target must be within range of Legs, lower body -4; upper body -2; mobile limbs
everything complex. weapon for aiming to be effective. -1. Parries and Blocks use -2 regardless of target.
10 | GULLIVER LITE v1.0 GULLIVER Rules Upgrade for GURPS
Dodge and size smaller is large shield (PD 4; -2 to attacks). A Advanced Stuff: Tar-
shield the same Size as its user would be extra- get Dimensions
A large weapon leaves a small target little room
large (potentially perfect cover, but blocks user's
to dodge: no penalty if weapon width is 1/3 target Most targets
vision, disallows attacks and Active Defense).
size or smaller, but -2 penalty per Size level of One dimension longer
A crouching target is effectively one Size level
difference above that (see Huge Weapons Table). than other, up to 3x:
smaller, raising effective Size and PD of shield.
Retreat: This confers +3 on Active Defense and Base TH on the longer
subtracts Retreat distance from weapon width. (2 yards for humans).
Example: A human Dodges a flung 2-yard crate Knockback Long, thin targets
at -6 for size. But a one-yard Retreat to the side Base: Use basic hits to figure knockback, with- One dimension over 3x
adds +3 Active Defense and cuts effective weapon out modifiers for damage type, target location, etc. longer than other: A
width from two yards to one, for no size penalty. Knockback comes from bruising force; a bonfire swing (i.e., sword vs
Diving Retreat: Diving for cover lets you use flame causes damage but no knockback. rope) can use the longer
broad jump distance as Retreat distance, which Calculation: Start with the GURPS rule 1 dimension for TH, with
may help get out from under a huge weapon. This yard per 8 basic hits and make these changes: additional -1 for slender
requires a Wait or AOD action, and a balance or width. A thrust or mis-
a) Divide knockback by the square root of
Acrobatics roll at -4 to remain standing. sile attack uses shorter
(mass/150). (This is the same as multiplying dam- dimension for TH, with
age needed to cause knockback, by that same additional +2 for length.
Parry, Block, and power amount.) Round appropriately.
Blocky targets
The power behind a blow, not the size of the See p 24 for a quick estimate of this root.
b) The result is the speed of knockback, or Ks, Both dimensions nearly
weapon, can make these defenses difficult. equal (square, circle):
Breaking: When a big weapon hits a small one, in yards/second.
Use appropriate TH,
check whether the BS 111 breakage rule applies. Example: For a 40-lb. PC taking 8 basic hits, Ks with additional +1.
Oomph: Compare the "oomph" of the attacking is 2 (i.e., every 4 hits gives Ks of 1 yard/second).
blow and the defending parry or block, where c) If blow penetrates armor, Ks is 0 for impaling
oomph = Load ST + weapon or shield mass. attacks, halved for cutting attacks.
Add 50% to Load ST for a fighter using two Bullets realistically cause no knockback, but do
hands on a legitimate two-handed weapon, or full or double knockback in cinematic settings.
100% for a defender using two hands with a wide Distance: For simplicity, the distance a target
grip (polearm, staff, etc.). Either way, add another knocked along the ground travels is also Ks; it
10% Load ST per hand over two on a weapon. goes that far and stops in effectively no time. Size & TH Example
High attack oomph results in a defense penalty: Special cases may differ: A target may fly back
at a Move of Ks for several turns if on ice, forever To cut a 1/4" hang-
man's rope Robin Hood-
Parry/Block Penalty Table if in space!
style, a 1/2" arrowhead
Ratio of attack oomph Parry/Block
If precise "pop fly" distances matter, knockback creates an effective 3/4"
to defense oomph penalty distance, Kd, is (Ks squared)/10. Guess at angle, target, or -12 TH. But a
and use Kd in place of Td in the throwing rules. 2" frog-crotch arrow-
less than x1.5 0 Collisions: Velocity change from a collision, head allows a 2-1/4" tar-
x1.5 -1 push, or slam is also knockback; see p 16 to deter- get, for -9 TH.
x2 -2 mine speed and other effects. Adding the advanced
x3 -3 rules for dimension, the
x5 -4 long rope allows a lot of
Fall from knockback
x7 -5 room for vertical error:
x10... -6... Make a balance check to keep your footing if take +2 TH for length.
you suffer significant knockback: twice your Step
distance or more (two yards or more for humans). Option: Close Calls
Losing your grip: If a defense fails because of
the above penalty, the attack overwhelmed it. Halve that distance if the knockback moves you An attack that would
backward (a common situation). Lesser knock- have hit a small target
Check for breakage, as above. Roll vs weapon or
back may also force a roll (GM call), at +4. without a TH bonus
Shield skill (or Retain Weapon/Shield, but not vs from weapon size is
ST), minus the above penalty, at +4 if the weapon Take a penalty on the balance roll for the
dead-center. Otherwise,
also broke, to avoid dropping the item. amount of speed change: -2 per full multiple of
it's a bit off: for each
Making the skill roll by only zero means the your Move. Also take a penalty for your new point by which it would
weapon or shield is "turned" and will require an Move: -2 per full multiple of Move. (Remember have failed without the
extra second to ready. (A strapped-on shield can too that backward Move for a human is halved.) TH bonus, reduce effec-
only be "turned", not dropped.) Other modifiers: -2 if force was centered on tive weapon Size by 1
Take note that a shield's high weight gives it your legs, -4 if below your knees. for purposes of making
good oomph for defense and attack! If a Contest of ST was involved in the collision, Dodge difficult.
the loser takes a -4 on any related balance rolls.
Option: Power & PD
Shock penalties apply if damage was involved!
Shields and size Powerful attacks can
Fliers and swimmers: These usually can't move
Shield category is relative to user size: A shield backward; significant knockback in that direction ignore armor PD. Re-
four Size levels smaller is a buckler (PD 1), three becomes automatic loss of control. Make the ap- duce PD by 1 per full
levels smaller is a small shield (PD 2), two levels (armor's DR) dice of
propriate control roll every turn to regain control.
smaller is a medium shield (PD 3), and one level damage.
(Drag stops aquatic somersaults in a turn or so.)

GULLIVER Rules Upgrade for GURPS GULLIVER LITE v1.0 | 11


More on Knockback Contests of ST trate, etc. (GM call). As a rule of thumb, this cov-
ers foes with 1/5 your Load ST or less, which are
Max knockback not inflicting significant damage or pain.
Max knockback speed Main rules
should be the speed of Which ST: Run all Contests of ST using Load Wrestling basics
the attack: perhaps 20 ST. All references to ST in Contests or wres-
yards/sec for a thrust tling are to Load ST. Grapples: Roll vs DX, Judo, Wrestling, Sumo
weapon, 30 yards/sec for Fixing: "Fix" all Contests of ST before rolling: Wrestling, or Brawling to grapple. Use a Contest
a swung one. of Skill, or TH followed by Active Defense. Use
Multiply the lower score by some X to bring it to
The most damage a tar- most melee TH modifiers, including Size.
get should take from any (or fairly close to) 10, and multiply the larger ST
by that same X. Then roll the Contest. Take +3 for two hands, +5 for three, and +7 for
blow is that from a colli-
four; take +1 per additional hand only if matched
sion at that impact speed
by a level of Full Coordination each.
(p 16). Double this for Modifiers
cutting blows; no max Takedowns: Use a Contest of ST. Adjust ST for
for an impaling blow or Preparation: A surprised, stunned, or otherwise limbs used. Give the heavier foe a (weight differ-
bullet (other than blow- unprepared fighter gets half ST and -4 skill or DX ence in lbs. /10) bonus to ST, before "fixing" the
through), or a blow that in Contests. Contest and rolling.
sandwiches the target Size: Small foes can be tough to wrestle, as only A tie leaves the target standing but off-balance,
against a surface. your arms or even hands may be able to come into which will make further takedown attempts easier.
These are rare consid- play. When initiating takedowns, pins, and If the attacker commits to dropping and falling
erations, but realistically throws, or resisting a small foe's attempts to break during the takedown, game as AOA, with an extra
limit both knockback free, reduce ST in proportion to the difference in (full weight /50) bonus to ST before "fixing".
and damage when a linear dimension: Use 1/5 ST against a foe 1/5 as
powerful blow strikes a Option: The attacker also makes a balance
large, etc. Cut weight bonuses the same way, un- check (p 8) after any takedown attempt, unless he
very small target. In real
life, a punch that would less you actually sit your weight on the little foe. won the Contest of ST by 5 or more.
deck a human barely There are no penalties for the small wrestler, Making a pin: Once the foe is down, roll per
fazes a flying insect! with some exceptions. Small hands could not takedowns to apply a pin.
choke a large neck efficiently; apply the above ST Breaking Free: From grapple: Use a Contest of
The calculation
penalties for Size difference to a small strangler. ST, with +50% ST bonus for the grappler. Adjust
Why rework knockback
Limbs: Where indicated, adjust ST in wrestling- ST for limbs used. "Fix" and roll. Success by 10
at all? Because these
rules handle targets of related Contests for number of arms used. One or more shakes off grappler with no action spent.
any size, are consistent hand (or a biting mouth) uses 2/3 ST. Two hands From pin: As above, but also give the pinner an
with how GVER scales use full ST, plus 10% ST for each hand over two. additional (full weight /30) bonus to ST, before
power and damage, and With no hands, claws, coils, jaws, or other "fixing" the Contest and rolling.
provide speed, which is means of "grabbing", halve ST.
useful at times. For an unusual number of legs, add the control Choking and crushing
For a typical human, an roll bonus (p 4) x 5% to ST to make or resist take-
8-point blow still causes downs, pins, and breaking free. (Use -10% for General: All choking and crushing methods use
1 yard of knockback. One Leg, -33% for No Legs). Double this modi- Contests of ST. Some methods boost ST; these are
fier when making or resisting pushes and slams. bonuses to Load ST for Contests, not to Combat
Option: Easy Con-
ST and damage.
tests of ST
Choking: Use a Contest of ST, not ST vs HT.
Why "fix" a Contest of Unarmed Combat Adjust for number of hands. Target is at 2/3 ST if
ST? Because the unconscious. Reduce target's ST by 20% if at-
GURPS Contest mecha- General close combat actions tacker's hands are relatively very large, 10% if
nism doesn't measure
relative difference in All-Out actions: Allow All-Out Attack and All- large. "Fix" Contest and roll each turn. Results:
stats, which is what ST Out Defense in close combat, for any character. Choker wins by 5 or more: Choker inflicts
requires. "Fixing" prop- These have normal game effects. thrust/crushing damage to throat, plus suffocation.
erly turns ST 1 vs 2, 10 AOA in unarmed combat: As new AOA op- Choker wins by 3 or 4: Choker inflicts half
vs 20, and 1000 vs 2000 tions, allow +4 on DX-based Contests to make thrust/crushing damage to throat, plus suffocation.
into the same Contest. grapples, pushes, pins, slams, throws, etc., or Either side wins by less than 3: Target suffers
But it looks clunky; ST +33% Load ST for such purposes. one second of suffocation, but no damage.
and the Contest mecha- However, any AOA removes Active Defenses Target wins by 3 or 4: No new ill effects, though
nism just don't mesh. A breathing is tight.
for the turn and reduces ability to resist unarmed
whole new mechanism
combat attacks: Take -4 on any defensive DX- Target wins by 5 or more: Target is unaffected,
may work best, such as:
based Contests (such as avoiding a grapple), and and can speak, shout, or take a breath and "undo"
Each side rolls 3d and half ST to resist any push, pin, slam, throw, etc. a second of suffocation already suffered.
multiplies by Load ST. Garrotes: Use the same rules, treating garrote
AOD in unarmed combat: Allow AOD ver-
The higher value wins.
sions of the AOA options above, with +4 DX or as very large hands. Also add 20% to attacker's ST
Winning a Contest of +33% Load ST for resisting the same actions. for leverage (optionally, add (skill x 2%) ST).
ST by 10% with this You can not perform any other actions or offen- Choke holds: Roll vs skill to set. Attacker
rule equals winning by 1 chokes with full ST using one arm, +30% ST for
sive moves that turn, including Break Free.
in the main rules; win-
Hindrance: A tiny fighter in close combat two. Resisting breaking free receives usual +50%
ning by 50% equals win-
ning by 5, etc. might not hinder a big foe's Feint, Aim, Concen- ST for grapples, additional +50% for Choke Hold.

12 | GULLIVER LITE v1.0 GULLIVER Rules Upgrade for GURPS


Bear hugs: Attacker gains +50% ST for use of Arm locks Option: Part Sizes
arms instead of hands, and can "choke" large tar- A revised list of size-
As with takedowns, anybody can make a lock
gets like a torso (but not small targets like a neck). based TH modifiers:
through brute force but skill makes it easier. Use
Constriction: Treat as choking, but double at- judo throw rules, with following differences: Small targets
tacker's ST. Attacker can choke large targets, per Contest of Skill: Roll Arm Lock vs DX, Judo, Head: -5
bear hugs. or Wrestling. Attacker takes same modifiers as ju- Eye: -10
Target: As the target of choking or crushing, a doka, but target takes only half balance modifiers. Brain: -7
neck resists with normal ST but multiplies dam- Ear: -8
Result of Contest of Skill: As judo throw.
age by 1.5. A hand resists with normal ST. "Solid" Nose, mouth or jaw: -8
Lock: Use a Contest of ST to lock. Target uses
parts like an arm or leg resist with double ST. Nose/mouth area: -7
full ST. Weight does not matter. "Fix" the Contest
A torso resists with +50% ST. Torso squeezing Heart or kidney: -6
of ST, then add twice the Contest of Skill degree
pushes air out, adding an extra second of suffoca- Large weapons can
of success to the attacker's ST. Roll.
tion for every full three points by which the at- lessen penalties. With a
Attacker success means the target is locked.
tacker wins the Contest of ST. human fist (Size -7), an
Breaking Free: Use normal Breaking Free pro-
cedures, but a locked target is at 2/3 ST in Contest eye becomes -7 TH, the
Rending jaw -6, and the head -4.
of ST. Attacker may repeat the Contest of Skill as
Grapple the appropriate parts. Use a Contest of an action to further reduce target's ST, at +4 skill Torso
ST. Adjust your ST for limbs used (but you need for simply maintaining an existing lock. Let untargeted blows
to be able to pull in at least two directions). Finger locks: As Arm Lock, but use the Finger roll location randomly,
Base crushing damage to the limb on choking Lock maneuver and reduce target ST by 20%. instead of hitting torso
automatically. As a tar-
rules, but subtract limb HP from damage rolled; get, torso is -1 TH. Vi-
rending requires great strength to succeed. Tough- Unarmed Combat Skills tals are still -3 TH (not
ness also protects fully, DR with half value. cumulative); any blow
Encumbrance: Apply the Half modifier for
Accumulated damage can cripple. Extreme dam- hitting torso has a 3 in 6
positive encumbrance to Fencing, Karate, Judo,
age in one attack can remove limbs (p 15). chance of hitting vitals.
Main Gauche, Katana, Short Staff, Tonfa, Boxing,
Wrestling, Sumo Wrestling, all combat art or Crouch
Judo throws sport skills, and dynamic combat skills like Flying Let a crouch reduce tar-
Handle as takedowns, but preceded by a Contest Leap. This replaces and expands the rule limiting get Size by 1, for ranged
of Skill for technique: certain skills to Light encumbrance or better. and melee combat TH.
Contest of Skill: Roll Contest of Judo vs foe's Skills and damage bonuses: Replace striking Mouth
balance, Judo, Wrestling, or Sumo Wrestling. Ju- damage bonuses from skills as follows. Figure To throw or shoot into
doka may use the +4 skill AOA option; target may thrust damage from effective Combat ST an open mouth (or jam
use the +4 skill AOD option. (remember: a punch does thrust -2 damage). an upright stick in there,
Modifiers: Target takes all modifiers for bal- Karate, Boxing: Each skill level over 10 adds Luke Skywalker-like),
ance. Judoka takes -1 per level of Size difference, 10% to Combat ST for damage purposes. target the location at an
whether larger or smaller, and adjusts skill for Brawling: Each skill level over 10 adds 5% to additional -1 TH (a miss
Combat ST for damage purposes. by 1 hits the head or
positive encumbrance. jaw). Halve DR inside
Judoka adjusts skill for number of arms, per Maneuver damage: To match this system, turn the mouth. Throat or
grapples, at -3 (i.e., -3 for one, +0 for two, etc.). each +/-1 damage from a specific combat maneu- brain hits (with no skull
Sutemi waza: Judoka drops to the ground during ver into a +/-20% Combat ST bonus, except for DR) are possible.
the throw attempt. Treat as AOA, with extra +2 on damage bonuses related to weight (p 14). A shot "into" a closed
the Contest of Skill, and the previously-mentioned Skills and wrestling bonuses: Replace mouth uses an additional
takedown bonus (p 12) on the Contest of ST. wrestling-related bonuses from skills as follows: -2 TH (a miss by 1 or 2
Result of Contest of Skill: Wrestling: Each skill level over 10 adds 5% to hits the head or jaw) and
Failure on Judo roll and Contest: Complete Load ST to perform or resist takedowns, pins, arm must get through teeth.
failure; turn over. locks, and breaking free. Also let skill replace DX Assume DR 2, HP 1 for
in any roll related to performing or resisting those teeth, scaled for size.
Failure on Judo roll or Contest: Proceed with
normal takedown, with no benefit from Judo. actions. Gator Wrasslin'
Success on Judo roll and Contest: You can at- Sumo Wrestling: Each skill level over 10 adds
To stop an alligator or
tempt a real throw, not just a takedown. Your de- 5% to Load ST to perform or resist takedowns, dragon from chomping
gree of success is the lower of success on the Judo breaking free (except from pins), slams, and down, roll a Contest of
roll and success on the Contest. pushes. Let skill replace DX in any roll your ST vs its jaw ST
Takedown: Use a normal takedown Contest of related to performing or resisting those (same as its Load ST by
ST. Judoka adjusts ST for number of arms used. actions, or to evade a slam. default, but may differ),
"Fix" the Contest, then add twice the above degree Ignore GURPS' bonuses for weight; with sundry modifiers
of success to the judoka's ST. Roll. mass is already part of GVER's rules. per choking rules.
Success on the Contest of ST takes down or Push (MA 40): Each skill level over 10 adds Muscles that open jaws
throws the target. Judoka can also add base punch 10% to Load ST to perform pushes, slams, take- are weak: Roll the same
downs, pins, and throws. Let skill replace DX in to keep closed jaws from
damage (without bonuses from Karate, etc.) if opening, but lower the
success on both Contests was 5 or more. any roll related to performing these actions. beast's ST, from 2/3 ST
Pin: A "judo pin" uses the same procedure Optionally, an additional roll vs Push mystically for a blunt snout to 1/7
above to make a pin, following a takedown. doubles knockback from pushes or slams. ST for a very long one.

GULLIVER Rules Upgrade for GURPS GULLIVER LITE v1.0 | 13


Jet Attacks Immovable Stance (MA 38): Each skill level Weight and Damage
Jet attacks can easily hit over 10 adds 10% to Load ST to resist pushes,
small foes (p 10). But slams, takedowns, pins, and throws. Skill replaces Trampling
assume that all of a jet DX in any roll including balance related to re-
has to hit a target to do sisting these actions. Trampling damage dice = (square root of
full damage; if the jet is Optionally, an additional roll vs Immovable weight) /20. Multiply damage for hardness of
larger than the target, Stance mysteriously halves knockback from any ground, per falling. Damage is for a full turn of in-
some will "wash over". push or impact, including weapons. tentional trampling; halve damage when trampler
Without worrying about Tackling and Blocking: P/E; used in rugby, overruns target and moves through. Halve damage
exact areas involved, cut if the trampling beast is only annoyed, not angry,
American football, etc. Each skill level over
damage in proportion to panicked, or charging. Halve damage for feet
relative linear dimen- 10 adds 5% to Load ST to perform or resist
takedowns, slams, and pushes. Skill replaces softer than hooves (like most shoes); halve again
sions: All of a 1- or 2-
yard wide jet hits a 2- DX in any roll related to performing or re- for soft, bare feet or paws.
yard human, for full sisting these actions, or evasion. Size differences: You need to be your foe's size
damage, but only a third or larger to overrun slamming, knocking down,
Notes on maneuvers:
of a 6-yard wide cone and trampling him, all on the same turn. If you're
Blinding Touch: The blow must be capable of
hits, for 1/3 damage. three Size levels or more larger, the GM can re-
The exposure hazard doing damage of at least HP/10 to the target, even move the knockdown check, ruling that you auto-
option (p 15) can further though it does no damage, to have its effects. matically overrun your foe on a successful slam.
affect damage taken. Pressure Points: Use the notes from Blinding
The width of a flame Touch, or GVER shock rules. With the latter, let a
attack or sonic beam is successful Contest of Pressure Points vs target HT Weighted blows
up to you. A dragon's double shock value of damage. If both skill roll Any fighter can throw extra weight into a blow,
flame might have a and Contest succeed by 5 or more, treat a pulled whether barehanded or with hand weapons.
width of 2 feet x the punch as non-pulled for purposes of shock. Roll the attack at -4. A hit adds (square root of
dragon's Linear Scale. Eye-Gouging, Face Attacks: Instead of special attacker's mass) /10 points of damage. The attack
Quick rule for cones:
rules in MA, use GVER shock rules: Eye gouges is unbalancing; see p 8, including the sidebar, for
Assume that basic width
of the attack applies be- use a shock multiplier of x3, face attacks a x2. effects. Make a balance check at +2 if you miss.
tween 1/4 and 1/2 maxi- Neck Snap: Base technique on DX (defaults to Fighters can learn Weighted Blows as an Easy
mum range. Halve width DX-4), not ST. Roll a Contest of ST; add 5% to maneuver for each type of attack, reducing attack
at closer ranges; double Load ST per skill level over 10. Attacker success and balance penalties by up to half.
width at farther ranges. inflicts crushing damage to neck per choking, but Attacking downward: For weighted blows di-
using swing damage instead of thrust. Toughness rected toward the ground, halve all penalties, and
Blowthrough subtracts from damage. Other details per MA 53. use a damage bonus of (square root of weight) /7
Set the blowthrough Retain Weapon: Skill replaces weapon skill or points. Depending on the attack, falling down
damage limit to 10 DX, but not ST, for any purpose related to holding might not be a problem.
points x Linear Scale, on to weapon. Rather, each skill level over 10 Stomping: Treat as downward-directed kick, as
rather than to HT or HP. adds 5% to Load ST in appropriate Contests. above, but it's a natural move; the only penalty is
Multiply blowthrough
Drop Kick: You must be able to high jump at a -1 TH. Any fighter may try this maneuver, but
for bullet type and size.
Also multiply by 1/2 for least as high as the target area. Allow normal kick only Karate and Brawling practitioners can im-
limbs, 1/3 for hands or damage, with bonus of (square root of weight) /5, prove it as a Stamp Kick.
feet, and 3 for vitals or rounded down. The target can parry a small at-
the head (but not the tacker, using p 11 rules for parrying big weapons. Other options
brain, which does not Roundhouse Punch: Use standard punch damage
use damage caps). Damage limit: Regardless of Combat ST, limit
with bonus for body weight, per Drop Kick.
Beam, fireball, and a character's base thrust or swing damage to
Stamp Kick: Damage bonus is (square root of
lightning attacks further (square root of mass) /2 dice. This places a realis-
weight) /7 points.
double blowthrough for tic limit on punching ability in very small and
Flying Jump Kick: Treat as Drop Kick, with ex-
the torso, head, or vitals. light creatures, or Supers without the mass to back
tra distance allowed.
Creatures with odd up mega strength. (Ignore in cinematic settings!)
shapes or compositions Piledriver: Replace given damage with regular
Higher damage: Weight-related damage in
may further modify punch damage. Add a 5% Combat ST bonus per
GVER is kept low, in line with trampling in
blowthrough levels: skill level of Wrestling over 10, plus damage bo-
GURPS. If it all seems too low, double all
raise for thick bodies, nus for body weight equal to that from Drop Kick.
weight-related damage bonuses or dice, including
lower for thin, flat ones.
trampling. (Ground softness and other factors will
Biting and Clawing keep trampling damages in line.) This adds oomph
Option: Punches
Instead of thrust -2 Combat ST /20 dice of damage (see p 15 to han- to weighted combat blows and vehicle overruns.
damage for punches, use dle fractions) for Sharp Teeth [5] follows the BS
Shortcut!
normal thrust damage, 140 system with no table required. GURPS sug-
but based on 2/3 Combat gests this for claw damage too (though there's no Some rules above call for the square root of
ST (round down). rule for buying that level of damage for limbs). mass or weight; others in GVER call for the
This is a better method Use Combat ST /40 for human and herbivore square root of (mass or weight /150). The
that "scales" properly teeth [0]. Allow Large Teeth [2] that inflict higher Square Root Table on p 24 gives instant esti-
for any creature size. damage per Sharp Teeth, but crushing, not cutting. mates for these, with no calculator needed.

14 | GULLIVER LITE v1.0 GULLIVER Rules Upgrade for GURPS


DAMAGE AND DANGERS! Measuring Shock Heart Attack
Measure shock in points in all situations. Base Apply a x4 damage
shock equals damage, after normal modifiers for multiplier for bullet or
ST and Damage impaling damage to the
hit location, attack type, etc. Stunners, Pain spells,
Combat ST vs Load ST: Use Combat ST to de- heart. Heart damage of
etc. may inflict a set number of points or dice of HP points or greater
termine damage dice. Load ST can still be used to shock, with or without damage. Some multipliers:
hurt (by throwing foes, etc.). (including crushing!)
Body target: forces a roll vs HT to
All-Out Attack: Use +33% damage, rounding Crushing attacks to the vitals (including avoid a heart attack (roll
up, instead of +2 points. kidneys): x1.5 at -4 for HPx2 damage;
Low damage: Fractional damage matters if low Crushing attack to the nose, jaw: x2 -8 for HPx3 or greater).
Combat ST and HP are involved. Where GURPS Any attack to the brain: x2 (above and beyond Failure is a minor heart
fails to give damage scores, compute as a fraction damage multiplier!) attack, failure by 4+ or a
of higher ST: For ST 2, roll damage for ST 10 and Any other attack to head: x1.5 critical failure is a major
divide by 5, etc. Any attack to the eyes: x3 heart attack, and failure
VE also suggests ways to roll low dice: Less by 8+ is fatal. Minor at-
Any attack to the groin (males): x2 tacks do (2d x Linear
than 0.1 die = no damage; 0.1 to 0.2 die = 1d-4; Attack cripples or amputates: x2
0.21 to 0.4 die = 1d-3; 0.41 to 0.6 die = 1d-2; 0.61 Scale) damage, and stun
Attack aggravates an existing wound: Add dam- (roll HT each turn to re-
to 0.8 die = 1d-1; over 0.8 die rounds up to 1d. age from existing wound to new shock. cover; a critical miss
Weapon Type: brings on a major
Damage and Shock Meta-system Whip: x1.5, or x2 against limbs attack). Major heart at-
Fire, electricity: x2 tacks do (6d x Linear
Base the effects of all damage and shock on Scale), and incapacitate.
their level relative to HP, not on absolute levels. Target condition:
Target surprised or not in combat: x2 Make a HT roll for
Use HT for rolls to avoid given effects of damage crippling if you survive
and shock. These rules work for beings of any "Bracing" for pain: x1/2 (requires Concentrate
a major heart attack.
size, and consolidate disparate GURPS rules. maneuver and Will roll) Failure leaves behind
Low Pain Threshold: x2 (1d x amount roll failed)
High Pain Threshold: x0 (or see revision in B3) points of physical or
Effects of damage Stun weapons, spells, etc.: 1d for Pain spell, etc. mental disabilities.
The following effects are the result of damage, A weak heart [-10, or
not shock. Strong/Weak Will does not affect HT Effects of Shock -15 if add. -4 on related
rolls here: HT rolls] treats damage
Slowdown from injuries: Move and Dodge are The following effects are the result of shock, not to heart as double for
halved when HP is reduced to less than HP/3. damage. Adjust HT rolls for Strong/Weak Will: purposes of effect.
Knockdown: Knocked down on damage of over IQ/DX penalty: -1 per (HP/10) points of shock.
To round: Use -1 penalty per point of shock for Option: Exposure
HP/2 and a failed HT roll. This is separate from Hazards
falling down due to knockback (p 8). HP 8 to 14; per 2 points for HP 15 to 24; per 3
Crippling: Arm or leg is crippled on damage of points for HP 25 to 34, etc. Use a -2 penalty per Exposure hazards in-
point of shock for HP 4 to 7, -3 per point for HP clude acid, flame, heat,
over HP/2, hand or foot on damage of over HP/3, cold, sunburn, poison
in one blow. Excess damage is lost. Instead of 3, -5 per point for HP 2, -10 per point for HP 1.
Stunning, general: Stunned automatically on gas, and electricity. The
GURPS' automatic stunning rule, double shock effect of these varies
points and handle normally. shock of over HP/2.
with exposure to the at-
Optionally, neck is "crippled" on damage of Optionally, stunning occurs on a failed HT roll tack vs the amount of
over HP/2, body on damage of over HP, in one on shock of over HP/3, and is automatic on shock substance to be affected
blow. (Double these if you find them too deadly!) of over 2/3 HP. i.e., the ratio of surface
Excess damage is not lost. Either paralyzes the Stunning, brain: Apply x2 shock multiplier to area to mass.
character (attempt recovery roll normally). brain hits and use general stunning rule. Assume stated damages
Devastating damage: Devastating damage oc- Stunning, limb: Arm or leg stunned on shock of are for human-sized tar-
over HP/2, hand or foot on over HP/3. Items held gets. For other creatures,
curs on twice crippling damage (over HP for leg, multiply damage by the
etc.) and a failed HT roll, or automatically on four by stunned limb are dropped. (Allow HT roll to
maintain grip if shock is just enough to stun.) Ex- square root of Linear
times crippling damage, in a single blow. Scale. Depending on the
Devastating cutting or rending attacks cause am- cess shock is not lost; total shock can cause over-
hazard, "damage" may
putation in limbs, decapitation in neck, and all stunning. be fatigue, rads of radia-
Conan-style cleaving in twain for body (requires Knockout, general: Roll vs HT to avoid knock- tion, etc.
sufficiently long blade). Actual damage to limbs is out on shock of over HP. Knockout is automatic The net result is that
limited to crippling damage. on shock of over HP x2. small creatures will take
Devastating crushing blows hopelessly pulverize GM may ignore when shock comes mostly from less absolute damage
bone and muscle in limbs (no recovery), fatally sharp pain with low damage (i.e., whip blow to from exposure hazards,
the hand), as opposed to high damage or stun gun. but more relative to HP.
snap spine in neck or body. The reverse is true for
Double shock points and handle normally. Knockout, brain: Apply x2 shock multiplier to
brain hits and use general knockout rule. large creatures.
Knockout: Roll vs HT each turn while at HP 0 When effects call for
or less to avoid unconsciousness. Other: Modify for special effects and circum-
HT rolls instead, apply
Death: Roll vs HT at -HP and every -HP/2 stances: A stun gun or spell might not use shock half of Size as a modi-
thereafter. Automatic death occurs at -HP x5. multipliers for target location, etc. fier to the roll.

GULLIVER Rules Upgrade for GURPS GULLIVER LITE v1.0 | 15


Load Rating Recovery Speed
Regardless of thrust, Recovery from shock: Use normal rules for re- Combined speed: Add speeds in a head-on col-
airfoil lift, or the ease of covery from knockout. Roll vs HT each turn to re- lision. Subtract the slower from the faster in a
gliding, wings can only cover from stunning (whether overall or a limb). rear-end collision. In a side collision, use the
support so much weight.
IQ/DX penalty disappears after one full turn. speed of the object that hits the other (or average
Check WSR (no multi-
pliers for air) using nor- (Option: Make HT roll every turn; IQ/DX penalty speeds for truly simultaneous hits).
mal Load ST. If Super- is reduced only by the amount of success. Re- Speed change: Figure how much each side's
Heavy, your wings will maining penalty persists, cumulating with any speed changes, in one of two ways:
tire quickly; if Extreme, new shock penalties.) Effects of specific attacks, Mechanistic: This is appropriate when both ob-
they fold up or collapse! such as high-tech stunners, may last longer. jects are inanimate. Look at each side's effective
Recovery from damage: A night of rest and a mass as a percentage of combined mass. Split
Advanced Stuff: HT roll heal HP/10 damage. (Regeneration also combined speed in the same proportions giving
Torque
uses this base.) Success by 10+ on the roll heals the smaller mass the greater speed change.
Power systems have twice as much; success by 20+, three times, etc. Example: Combined speed is Move 12. If of
greater acceleration at Regrowth: Divide speed of Regrowth by the equal mass, each side has its Move changed by 6.
low speeds. When add- square root of Linear Scale. If one side has twice the mass of the other, it
ing a bonus for power to
makes up two-thirds of combined mass; its Move
vehicles' effective mass
in collisions, double bo- Lights is changed by 4, the smaller side's by 8.
nus if traveling at less Contest: This method is more fun when one or
A "generic" working of light and dark: both sides are animate. Roll a Contest of effective
than 1/4 top speed; halve
it if over 1/2 top speed. Light Level Table mass. (Tip: Dividing effective masses by 10 gives
a Contest of Load ST + (mass /10), which is the
Advanced Stuff: light level effect example exact same thing but looks more like the expected
Traction Blinding blind Flash attack Contest of ST.) "Fix" and roll. Split combined
Extra effective mass Near-blinding -8 V, -4 DX/IQ searchlight in face speed between two sides as follows:
from power in collisions Harsh -4 V, -2 DX/IQ police interrogation
only works if you can Very bright -2 V, -1 DX/IQ sun in eyes Slam Table
push forward effec- Bright no penalties sunny day degree of loser's speed winner's speed
tively. On the ground, Normal no penalties shade, cloudy day success change change
the bonus from power is Slightly dim no penalties ordinary indoor light
limited to some multiple less than 10 x1/2 x1/2
Dim -1 darkness firelight, dim indoor
of the object's weight, 10-19 x2/3 x1/3
Very dim -2 darkness dim firelight
based on traction: 20-29 x3/4 x1/4
Perfect (magic; ultra- Dark -4 darkness moonlight
30-49 x4/5 x1/5
tech): no limit Very dark -8 darkness starlight
50-99 x9/10 x1/10
Excellent (spikes; slicks Total darkness blind no light
100 or more x1 x0
on asphalt): weight
Good (studded tires): "V" = Vision; "darkness" refers to normal Vi-
weight x2/3 Inanimate objects: Objects' resistance to top-
sion and combat penalties for darkness.
Standard (regular tires pling or movement from embedded foundations,
Each level of light beyond Blinding adds -2 to
on asphalt): weight/2 friction with the ground, etc. is up to the GM.
Poor (regular tires in related HT rolls and doubles duration of blinding. Falling down: See knockback rules (p 11).
rain): weight/3 Bad Sight (light sensitivity) [-10/-25] from B3
Very Poor (regular tires boosts slightly dim or brighter light by two levels,
the milder version [-50%] by one level. Damage
on snow, mud): weight/5
Near None (regular Night Vision removes penalties except in total Base: The base damage each side takes is 1d per
tires on ice): weight/10 darkness. The lesser version [5] from B3 reduces 5 mph of own speed change. Don't apply yet.
Example: A 210 lb., darkness level by 1 between slightly dim and very Mass: Each object multiplies own damage taken
Load ST 15 tackler can dark. Night Blindness increases the same by 1. by square root of (own effective mass /150).
add a full Load ST x 10 Sunglasses reduce light level by 1, heavy wrap- Dice: Take the two damage dice scores com-
(150 lbs.) to effective around dark goggles or welder's goggles by 2. puted so far and apply the higher usually the
mass in a slam, using damage indicated for the smaller side to both
cleats on turf (excellent sides.
traction). With street
Collisions
Hardness: Multiply the damage dice each side
shoes on wet road (poor
takes for the hardness of the other side:
traction), his bonus from Mass
ST is limited to weight/3 Collision Hardness Table
Power: The ability to "push" into a collision
or 70 lbs.
adds to effective mass for collision purposes: surface hardness damage
Vehicles Creatures: Add Load ST x 10 lbs.
Further multiply vehi- Very hard (stone, concrete, metal) x1.5
Vehicle accelerating: Add engine rating kW x
cles' effective mass bo- Hard (packed soil) x1
50 lbs., or thrust x 5 lbs. to mass if in water, thrust
nus from power by the x 0.5 lbs. if in air. Yielding (soft soil, another character) x2/3
Off-Road Speed multi- Soft (mud, sand) x1/2
Unpowered objects get no such bonus.
plier (VE 130), from Liquid (water) x1/3 or less
Contact Area and Combined mass: Add the effective masses of
Very soft (air bag, mattress) x1/5
Ground Pressure. both colliding objects to get combined mass.

16 | GULLIVER LITE v1.0 GULLIVER Rules Upgrade for GURPS


A sharp point will be very hard, and further in- Falling Advanced Stuff:
flict impaling damage. MAR and WAR
Roll: Roll and apply damage for each side. Use the collision rules for a fall. Damage comes
You don't need to mess
Absorption: If object can absorb impact over a from impact speed, the falling object's own mass,
with these stats, but they
large area (a full-body impact), subtract its HP and the hardness of the ground. Absorption of do allow the tricks be-
from damage rolled. Subtract only HP/2 if damage damage is important: A flat surface allows full- low.
is localized (human hit by a car or slam); subtract body impact; rocky ground, localized impact. Actual calculation of
nothing if damage is very localized (vehicle with a the ratios is on pp 18-19,
ram plate; collision with a specific body location). Speed and a no-math shortcut
for what you really want
Rigid objects, including vehicles, generally Approximations of speed, distance, and time: square roots on p 19.
won't get full HP subtraction; use HP/2 at most.
Armor protects as described in GURPS. Falling Table Terminal Velocity
Sandwiched: A target slammed between collid- speed speed yards time damage Terminal velocity (tv),
ing object and another unyielding object takes (y/sec) (mph) fallen (sec) the fastest you fall, is
damage based on the speed and effective mass of Move 50 (100 mph) x
0.5 1 0.01 0.05 1d/5 the square root of WAR
the colliding object. Also modify for hardness. 1 2 0.05 0.1 1d/3 x the square root of air
1.5 3 0.1 0.15 1d/2 density (1 at sea level).
Slams 2 4 0.2 0.2 1d-1 For a human, tv will be
Game slams as collisions. Notes: 2.5 5 0.3 0.25 1d 100 mph, or about 150
3 6 0.5 0.3 1d+1 mph "diving".
General: There are no special considerations for
3.5 7 0.6 0.35 1d+2 Slow Fall (found in any
Fat, Skinny, or superdense fighters; mass is an in- flier that can glide) fur-
tegral part of the rules. Adjust Contest for shields 4 8 0.8 0.4 2d-1
ther reduces tv (p 20).
after "fixing", per BS 112, but not for movement 4.5 9 1 0.45 2d Air brakes: Powered
(already part of the rules) or for rear attack (give 5 10 1.25 0.5 2d flight keeps you aloft at
the target half or no Load ST instead). 6 12 2 0.6 2d+1 up to WSR 45, after
Hitting: Make a DX or skill roll followed by 7.5 15 3 0.75 3d which it only slows fall.
Active Defense, or game as a Contest of Skill. 10 20 5 1 4d Multiply tv by 1/7 at
Use general TH modifiers in either case. 12.5 25 7 1.25 5d WSR 46, 1/5 at 47, 1/4
Speeds: Any Move even a Step allows an at- 15 30 10 1.5 6d at 48, 1/3 at 50, 1/2 at
17.5 35 15 1.75 7d 60, 2/3 at 80, 3/4 at 100,
tacker to slam. Opposing movement by the target
20 40 20 2 8d 4/5 at 120, 9/10 at 240,
will help resist the slam (while painfully adding to and 1 at 480 or greater.
combined speed). 22.5 45 25 2.25 9d
Speed change: The Contest method is more fun 25 50 30 2.5 10d Drag and ftv
in slams. 27.5 55 35 2.75 11d Real-life top speed in
Damage: Ignore damage for simplicity, or cal- 30 60 45 3 12d air or water is the point
32.5 65 50 3.25 13d at which deceleration
culate normally. Slams can hurt!
35 70 60 3.5 14d from drag negates accel-
Flying tackle: Attacker may take extra attack eration. GVER doesn't
distance of half linear dimension. Roll TH; suc- 37.5 75 70 3.75 15d
compute Move in that
cess by 4 or more is also a successful grapple. De- 40 80 80 4 16d much detail, but drag ef-
fender can Dodge, though outstretched arms count 42.5 85 90 4.25 17d fects can be added:
as a large weapon. Attacker automatically falls. 45 90 100 4.5 18d "Forward tv" (ftv) is
Low tackle: A flying tackle, or a Wait, kneel, 50 100 125 5 20d Move 10 x the square
and tackle defense against a charging foe, can tar- 55 110 150 5.5 22d root of MAR. This
get a foe's legs. Halve target's effective mass and 60 120 180 6 24d made-up stat does not
ST; after balance penalties for a leg attack (p 8), 65 130 210 6.5 26d cap Move, but it's hard
70 140 245 7 28d to move faster than ftv.
the target is likely to go down. But also halve any
75 150 280 7.5 30d If Move exceeds ftv,
speed change of the target; it's likely to topple take the average of the
over the tackler, rather than fly backward. two; that's your actual
Pushing: Combined speed is 2, plus Steps from Or, to do the numbers yourself: speed = Move. Buy enough Re-
either side. Determine results using the Contest 10 x seconds fallen x g; or duced Move to approxi-
for slams. Ignore damage in a push. 10 x square root of (2 x distance /10) x g mate the reduction.
Advanced rules: Combined speed of the Drag will likely cut
"collision", Ps, is the lower of: in yards/sec. Multiply by 2 to get mph. Move in a fast flier or
Speed is limited by terminal velocity. swimmer, or a very fast
square root of (pusher's Load ST x Linear Scale x runner. It can even limit
100 / lighter of the two effective masses); or Subtractions from impact speed:
a Super's jumps, using
square root of (pusher's Speed x Linear Scale x 10) An Acrobatics roll or Catfall subtracts 20 mph. ftv and Js in the same
A DX, Judo, Wrestling, or Breakfall maneuver way to cut high Js.
Adjust Load ST for limbs used (p 12). roll (choose one) subtracts 10 mph. A Breakfall
Unlike throwing, complications like arm mass skill roll (P/E; use Half modifier for encumbrance) Glider Move
can be ignored, and there's no limit to the mass subtracts 20 mph plus 2 mph per point of success. The simple rule for un-
you can attempt to push. Landing neatly on feet subtracts jumping speed powered flight Move
Add Steps from either side to Ps. Split Ps using rule (p 5) isn't likely too
(Js). This may require a roll vs DX, Jumping, Ac- accurate. A better calcu-
the Contest for slams, and take it from there. robatics, Breakfall skill, or Bouncing skill. lation: Move = ftv.
GULLIVER Rules Upgrade for GURPS GULLIVER LITE v1.0 | 17
Water and Drag Damage quiet periods, Will rolls may be necessary to
In water, tv (the speed avoid nodding off. Recovery requires sleep.
Surface hardness: Per collisions. Use 1/3 dam-
at which you sink, or Magic and psionics: See p 23.
age for a belly flop into water, or half that with a
float upward) and ftv are Recovery: Recover Fatigue at a rate of
successful Diving skill roll (P/E, defaults to Acro-
greatly slowed. Com- Fatigue/10 points per 10 minutes of rest. Double
batics -2, Swimming -2, or Breakfall -2; use Half
pute per p 17, but use recovery rate per full 5 points of success on a HT
800 for air density. (Or
modifier for encumbrance).
roll; halve it per full or partial 5 points of failure.
ignore that, and divide Falling objects: Use "sandwiched" collision
Encumbrance: Ignore BS rules. Divide fatigue
final tv or ftv by 30.) rules for an object falling on a character. A skillful
for movement and physical exertion by Move
Be sure to base WAR catch can "cushion" impact by a speed equal to
Modifier for encumbrance. (That's the same as
on weight in water. throwing speed (Ts) for that object.
multiplying fatigue time intervals by Move
Computing MAR Modifier.)
Other topics Air and water: Movement in air and water car-
Area differs between a
full-body, "flat" posi- Tripping: Treat a trip as a fall from height equal ries two separate fatigue components. Apply both:
tion, and a head-first to your linear dimension, or half that height on a a) standard fatigue for movement, as above; and
"forward" position. balance or Breakfall roll. Multiply distance by 2/3 b) the cost of fighting weight, if any, to keep
A bird travels and dives for semi-upright posture or low stance, and 1/2 for from falling or sinking. Find Move Modifier from
in the "forward" pose, horizontal posture or very low stance (p 20). effective WSR only; take 1 point of fatigue, di-
but presents "flat" area These are cumulative. vided by this Move Modifier, every 5 minutes.
downward for gliding Critical failure: On any roll to reduce damage Super-Heavy encumbrance: Super-Heavy en-
descent. A human runs in a fall or trip, this can mean a very localized im- cumbrance from effective WSR (not mass) is a
in "flat" position, swims pact on a randomly rolled body location. special case. Take an extra 1 fatigue per turn from
in "forward". And so on.
efforts to remain standing on land, or level in air
Really quick shortcut or water. Sitting or lying down may relieve this.
Fatigue
MAR = Linear Scale.
Forward: x2. Flat: x1/2 Let Fatigue (capitalized) mean pool of energy to
Basing Fatigue on ST
with wings spread. be drawn from (similar to HP); let fatigue mean
Detailed method points of energy lost (similar to damage). Either Set Fatigue to Combat ST. Limit cost of
Combat ST or HT works as the base for Fatigue, Extra/Reduced Fatigue to half cost of raised or
MAR = mass / area,
where area = Area Scale as long as missing bits of rules are filled in. lowered ST. Make the following changes:
x 150. Modify area as Energy use: Rules need to consider different
follows (be rough; preci- General rules rates of energy expenditure among creatures of
sion isn't needed): varied power. For all situations of physical fatigue
Default (human) crea-
Apply fatigue per BS 134. (including lost sleep), apply Combat ST/10 points
ture: Flat: No change. ST loss: As in GURPS, don't recalculate dam- of fatigue wherever rules call for 1 fatigue.
Forward: x1/2. age or encumbrance as ST is lost to fatigue. ST loss: Lose Combat ST and Load ST in pro-
Round / blocky shape: Movement: For any type of movement, Move portion to lost Fatigue.
Area is small: x2/3 or and fatigue are connected as follows. HT: Let a HT roll halve fatigue for any physical
so, in any position. exertion. Every full 5 points of success further
Thin or streamlined Move and Fatigue Table
shape: Flat: x1.5 or
halves it; every full 5 points of failure doubles it.
Move is greater type of Move fatigue Fatigue 3 rule: Halve Move and Dodge when
more. Forward: x1/3 or than. . . interval
less (such as x1/5 for a Fatigue is reduced to full Combat ST/3, not to 3 or
sleek fish). However, lit- 0 slow ("walking") hour less. Collapse when Fatigue reaches full Combat
tle streamlining is possi- x1/3 brisk ("jogging") 10 minutes ST/10, and pass out at Fatigue 0.
ble in tiny creatures. x1/2 very brisk 1 minute
Limbs: Extra limbs in- x2/3 fast ("running") 20 seconds Basing Fatigue on HT
crease mass and area: x1 sprint 10 seconds
say, +10% mass, +15% x1 + Sprint bonus Extra Effort sprint 1 second This is arguably the easier method. Set Fatigue
area for an extra arm. to HT. Use normal costs for Extra/Reduced Fa-
Small or no limbs cut tigue. You don't need to account for HT in loss, or
mass appropriately, and Treat unpowered flight (including soaring) as modify fatigue for energy use. The GURPS Fa-
area to x2/3 or so. slow movement for fatigue purposes. tigue 3 rule works fine as is (halve Move and
Wings: Two wings add Extra Effort: Costs 1 fatigue per turn. Dodge when Fatigue reaches 3; collapse at Fa-
area of 450 "flat", 75 Heat: In a hot environment, add 1 point to any tigue 1). Other items work per general rules
"forward", x wings' Area fatigue assessed, twice that much if very hot or if
Scale (same as creature's
above, with one change:
in heavy clothing or armor.
by default, but differs in ST loss: To account for effects on ST, lose
Non-ST losses: A drop in Fatigue to 2/3 ST or
larger or smaller wings). Combat and Load ST in proportion to lost Fa-
less costs -1 IQ/DX; ST/2 or less, -2 IQ/DX; ST/3
Two default wings gen- tigue.
or less, -3 IQ/DX. The penalties affect skills, Will,
erally quadruple area HP base: Most players using this option also
and other rolls as appropriate.
and confer +1 (almost change the base for HP from HT to Combat ST. If
+2) to Size as a target Lack of sleep: Take 1 fatigue for a half night of you do, you can still set HP anywhere (even con-
with wings spread wide. lost sleep, 3 for a full night. In addition to normal tinuing to use HT x Linear Scale as typical HP),
Other: Horns, long fur, fatigue penalties, take -1 IQ/DX, including Will, but you pay for HP above or below Combat ST
a tail, etc. can add to per point of fatigue from lost sleep. Will rolls may with Extra/Reduced HP.
both area and mass. allow temporary halving of these penalties. In
18 | GULLIVER LITE v1.0 GULLIVER Rules Upgrade for GURPS
DESIGN! Mobility: Mobility in your PE is worth a "free" Computing WAR
[50]. Mobility-related disadvantages may total up Find WAR or its square
to -80% of [50] (or -100% if all mobility is lost). root per MAR, but re-
Design and Points In a non-PE, cut those values to 1/5: An aquatic place mass with weight.
PC gets 1/5 value for land-based disadvantages, How Slow Fall works
General up to [-8] with any ability to crawl or flop, or up
Slow Fall multiplies tv
Non-PCs: If your design isn't a PC, point costs to [-10] if completely immobile (i.e., a whale PC by some fraction, X.
don't matter a bit! Don't bother with them at all. with No Legs and horrid land encumbrance). To get technical: Unless
Rule of -5: To keep leveled disadvantages in "Free" default mobility in air applies only to true it slows falls via magic
rein, GVER limits many to 5 levels, often adding aerial PCs with air as PE; otherwise, the max or some such, Slow Fall
further effects to the final level. value of aerial mobility disadvantages is -80% the does one (or some com-
cost of flight traits (-100% if no benefit remains). bination) of the below:
Limitations: GVER sets the maximum value of
a) It divides "flat" area
limitations to a neat -80%. However, allow -100% by X squared: SF x1/50
if limitations remove all benefit from a trait. Upkeep multiplies area by 2500.
Overlapping disadvantages: Group disadvan- Below are suggested defaults for sustenance re- b) Lift from airfoils
tages into those whose effects overlap: multiple quirements and life span. They can vary tremen- multiplies body weight
vision deficiencies, multiple mobility deficiencies, dously, so customize with wild abandon. Purchase by X squared: SF x1/50
even paired Impulsive and Overconfidence. final levels normally using appropriate traits multiplies body weight
Allow full value for a group's largest disadvan- by 1/2500 (before added
(Increased Life Support, Short Lifespan, etc.).
tage, 1/2 for its next largest, 1/4 for its next, etc. weight of carried items).
Total value of disadvantages is limited to 80% Computing Square
Sustenance Requirements
of the worst possibility, i.e., 80% of [-50], the Root of MAR or WAR
value of Blindness, for all sight-related disadvan- Base: Start with human requirements and adjust:
Size: Multiply by Area Scale, or (mass/150)0.75 Calculate stat normally,
tages combined. (These could total [-50] if they
for an advanced calculation. This sets require- and take its square root.
remove all sight, essentially becoming Blindness.) Or use this rougher, no-
ments relative to body mass high for small crea-
calculator shortcut:
Environment tures, low for large, and is part of the Size trait.
Metabolism: As an option, multiply by (Basic 1) Find your mass or
Speed/5), or the square root of that in humanoids. weight on p 24's Square
Types of Environments Also tweak for unusually high or low base ST. Root Table.
Environments in which you operate "natively" Diet: Base is for omnivores or fruit/nut-eaters; Move up or down levels
are home Environments (HE). If you have more halve for meat-eaters, double for grass-eaters. on the Table, as follows:
than one (like an amphibious creature), pick one Lifestyle: Multiply by 1.25 for high activity 2) If finding tv from
anyway as your primary Environment (PE). (hard manual labor), 1 for mixed activity WAR: Up one level per
Land and water: Land or water as a PE costs (adventuring), 4/5 for low activity (white collar level of Slow Fall.
[0]. Add the other as a HE through Amphibious lifestyle), 2/3 for minimal activity (couch potato), If Slow Fall is based on
[10]. Add air as a HE through flight traits. and 1/2 for near inactivity (bedridden). airfoils, start with body
weight, go up X levels
Air: A truly aerial creature might have air as its Cold-blooded: Further multiply by 1/5 at rest,
to get your new (very
PE [-10 + cost of flight traits]. Add land and water 1/2 when mildly active, no cut if fully active. low) weight, then add
as HEs for [10] each. No Earth creature has air as carried weight. Continue
its PE, but do allow it for a very competent flier Lifespan from this new level.
(45+ points in flight traits, levitation ability, etc.),
Base: Start with human milestones (onset of ag- 3) Up one level for each
to prevent such a PC from taking many points for
ing, increase in frequency of rolls, etc.). Size level below 0, down
Lame or other land- or water-based disadvantages one level for each Size
Size: Multiply by the square root of Linear
that will rarely inconvenience him. level above 0.
Scale, or (mass/150)0.2 for an advanced calcula-
Default abilities: Creatures have poor default
tion. This is correct for birds and humanoids; di- 4) For shape, position:
mobility in water or on land even if it's not a HE,
vide by 2.5 for other creatures. Default (human): For-
but have no mobility in air without flight traits. ward: Down one level.
Metabolism: Multiply by the square root of
(5/Basic Speed). Blocky / round: Down
Cost of traits Cold-blooded: Multiply by 2 in cool climes, 1.5 one level, in any pose.
Streamlined: Forward:
Advantages affecting one Environment (ex. in temperate, 1 in hot.
Down two or more lev-
Enhanced Move): Buy separately for each Envi- Aging: When aging rolls indicate the loss of a els. Flat: Up one level.
ronment, at full cost. point of ST or HT, scale losses of Combat ST,
Disadvantages affecting one Environment (ex. Load ST, and HP appropriately for Size. 5) Adjust for wings:
Flat: Up one level for
Reduced Move): Take separately for each Envi-
small wings, two levels
ronment. PE: full value. Non-PE: 1/5 value. New and Revised Traits for default, three levels
Advantages affecting all Environments: (ex. for larger. Forward: Up
Negative encumbrance): PE only: 4/5 cost. Non- B3 offers dozens of new and revised traits, in-
one level only if larger-
PE only: 1/2 cost if one, 2/3 if two. cluding existing ones reworked into "package
than-default wings.
Disadvantages affecting all Environments (ex. traits", with costs based on exact effects. On the
next page are a few basic and useful options. Result: The multiplier
Reduced Dodge): PE only: 1/2 value (1/3 if you in Col 2 is your square
have two non-PEs to fall back on). Non-PE only: ("Add-ons" refers to suggested extras for pack-
root of MAR or WAR.
1/5 value, 2/5 if two. ages, bought at normal cost.)

GULLIVER Rules Upgrade for GURPS GULLIVER LITE v1.0 | 19


Basic Body Structure Short Legs: Short: One Size lvl short [-1.5/pair]. Very Short: Two
Inconvenient Form, Inconvenient Size [-5 to -15 ea.]: Clothes, ar- Size lvls short [-2.5/pair]. Add-ons: Poor Jumper (x2 for Short, x4 for
mor, tools, etc. are difficult to use. Together should not exceed [-15]. Very Short), Reduced Move, Improved Balance, Poor Kicker.
Hybrid form [varies]: Centaurs etc. combine two "halves", each Enhanced Jump [5/lvl]: +100% Jd per lvl (+50% for half-lvl [3]).
with different Size and HP. Average the costs of the two halves' Size, Poor Jumper [-1/lvl, max 5 lvls]: Each lvl cuts Jd using progression
HP, DR and Toughness. Buy Combat ST and Load ST of lower half 2/3, 1/2, 1/3, 1/5, 0 (No Jump).
with Legs Only limitation [-50%]. Base encumbrance on Load ST of Flight
load-bearing half. Base overall TH on larger half. To specifically tar-
get one half, use its Size, at an additional-1; a miss by 1 hits the other The first three traits below assume use of winglike structures.
half. Use the larger half's HP as the overall HP pool. Damage to that Slow Fall [5 + 1.5/lvl]: Each lvl cuts falling speed using progression
half has normal effect. Apply damage to the other half to the same HP 2/3, 1/2, 1/3, 1/5, 1/7, 1/10, 1/15, 1/20, 1/30, 1/50... See p 19 for more.
pool, but with a damage multiplier of (large half HP/small half HP). Parachuting, the natural ability to float down with little forward
Posture [0]: How you hold your body (horizontal, semi-upright, up- movement, is bought as Slow Fall.
right, fishlike, etc.) is a special effect; points may come from associ- Gliding [5 + Slow Fall]: Adds ability to move forward during Slow
ated traits, such as limitations on arm usage. See also Stance below. Fall. Effect relies on airfoils in most gliders: Add Requires Forward
Modified TH [10 ea. for first two -1; 5 ea. per add. -1. -10 ea. for Move [-20%] (p 4); lose ability as you slow down. Standard purchase
first two +1; -5 ea. per add. +1]: Included with purchase of Size; use is 10 lvls [5 + 5 + 15 = 25, -20% = 20], cutting fall to 1/50 speed.
to buy TH modifiers beyond what Size confers. Halve value if modi- Small gliders fall slowly to start with, and need few lvls of Slow Fall.
fier affects only swing attacks, or only thrust/missile attacks (p 11). Powered Flight [30]: Add Slow Fall or Gliding at half cost. Insects,
Invertebrate [0]: Appendages can be crippled, but do not suffer bro- hummingbirds pay [30] (no gliding; wings don't stop beating); other
ken bones. Lower resistance to amputation vs cutting blows: Treat HP birds typically pay [40] (add standard Gliding purchase above).
as 2/3 normal, and HT rolls to resist are at -2. No free skull DR. +2 on Wingless Flight: Buy one of the above flight methods and add Inac-
Escape, rolls to resist or escape from locks and holds, or recover from cessible Propulsion (air) [10].
crippling injuries. Add-ons: Flexibility traits, reduced Load ST. Soaring [5]: Ability to locate, effectively use thermals or updrafts.
Flexibility traits: Double-Jointed [5]: As BS, add. +1 to resist or Replaces Controlled Gliding limitation; add to any form of flight.
break free from pin, +2 to resist arm lock and effects (AD penalty in
lock reduced by 1). Mechanic "bonus" only reduces penalties for Manipulators
cramped spaces (including vehicles, p 9) by up to 3. Extra Flexibility Base costs: First two fine manipulators are "free" [15 ea.]; first two
[5 for one limb, 10 for whole body]: Includes Double-Jointed, allows "punchers" (weak strikers) [5 ea.]. Thus: No Arms [-40]; No Fine Ma-
unusual positioning, neck can turn 180. Flexibility [15]: More pow- nipulators [-30] (leaves 2 punchers); One Arm [-20]; One Hand [-15]
erful Double-Jointed (cannot be combined); reduce penalties for (leaves 2 punchers); other combinations possible. No Manipulators
cramped spaces by up to 5; double other bonuses of Double-Jointed. [-50] is No Arms + No Kick [-5] + no crude manipulator at all [-5].
Neck turns 360. Squishy [5]: Buy one of the above as prerequisite. Option: Also use above manipulator disads as limitation on cost of
Add +2 Escape, +1 to break free from pin or resist arm lock and its ST (i.e., -40% limitation for No Arms, -20% for One Arm, etc.).
effects. Slow, minor deformation possible (stretch up to HTx2%; put Extra Arms: Arms above default two cost [5] for fine manipulators,
head through opening half its width); takes two minutes, halved on [5] for puncher, = [10 ea.] Adjust cost for number, per Extra Legs.
DX (or P/A Change Control) roll. A good add-on for Invertebrate. Long Arms [5/lvl/arm]: Lvl increases length by one Size lvl, adds
Fat [varies]: Base cost is that of reaction value: Overweight [0], Fat +1 to grapple (max +4), +10% Combat ST with a swing (max +40%).
[-5], Obese [-10]. Add cost of encumbrance, which varies by charac- Short Arms: Short [-2 for one, -4 for two, -20% limitation on Extra
ter. Treat all other effects as 0-point effects for simplicity. Arms]: One Size lvl short; -1 grapple; 1/2 Td, Combat ST with swing.
Dwarfism [varies]: Mix and match reaction modifiers, Short Legs, Very Short [-5 for one, -10 for two, -50% limitation on Extra Arms]:
Short Arms, a lvl of reduced Size, Inconvenient Size, etc. Two or more Size lvls short; -2 grapple; 1/5 Td; cannot swing wpn.

Legs Other
Single Leg [0]: One leg (or snake "tail", fish "tail", etc.) acts like Inaccessible Propulsion (Environment): Mobility relies on propul-
two, providing normal default functionality. Use 2/3 HP, not HP/2, sion not easily hampered or injured. For [5], loss of propulsors has
for the stout limb's HP (but there's no "backup" if it's lost). Add-ons: half normal effects; keep half mobility even with no propulsors
No Kick, No Jump, Inconvenient Form, etc. (snake, fish moving with body after losing Single Leg). For [10], pro-
Extra Legs: Provide stability, "backups" for injuries, power for pulsors cannot be lost; mobility is entirely from torso, jets, magic, etc.
pushing. Cost is [5 ea.] for "kicker", adjusted as follows: Back Legs Environmental Intolerance (needs air) [-20]: You're purely
(can kick, but not rear up), [x1/2]; Horizontal (1/5 Mv, 3 lvls Poor aquatic, but must surface regularly to breathe air. Getting caught un-
Balance reared), [x2/3]; Semi-Upright (1/2 Mv, 2 lvls Poor Balance derwater will be fatal. Defining trait of whales, dolphins, etc.
reared), [x4/5]; Upright (can rear with no penalty), [x1]. Enhanced Move (climbing) [3/lvl]: Each lvl adds 100% to climbing
Add [1.5 ea.] to Extra Leg to get base cost. Includes free Improved Move. Replaces Super Climbing. Double cost if creature has Cling-
Balance for legs that remain on ground (p 4). ing; [-33%] if applies to brachiating only.
Adjust cost for number: First 2 Extra legs are full cost; next 2 [x1/2], Poor Climber [-1/lvl, max 5 lvls]: Each lvl acts as Reduced Move
next 4 [x1/4], next 8 [x1/8], next 8 [x1/16], next 8 [x1/32]... (climbing), also gives -2 on Climbing. 5 lvls give No Climbing.
Can also be used to buy extra wings or swimming limbs [1.5 ea.]. Tail [varies]: -3 TH, HP/3; or -2 TH, HP/2 if large. Cost is that of
Stance [0]: How you position your legs on land. Default is straight- add-ons: Improved Balance; Flight, Swimming, Acrobatics, or Jump-
legged High Stance (humans, most mammals). Low Stance is spread ing bonus [2/+1]; striker [add cost of tail and striker, -10% on cost of
or bowed legs (bulldog, fly); includes free lvl of Improved Balance cheaper]; counterweight [+1 DX, athletic skills and rolls only, -30%].
(but net -1 to balance on a narrow perch). Very Low Stance is wide- Improved Balance [2/lvl]: Lvls add to balance rolls. No benefit if
splayed legs (salamander, roach), lowering body almost to ground; associated limb(s) are crippled or hampered; half benefit if you are
double effects of Low Stance, legs may hinder movement in tight knocked through air or otherwise lose contact with ground. Internal
spaces, "falling down" may mean you're flipped onto your back. sense of balance [+50%] always works fully.
Poor Kicker [-1/lvl, max 5 lvls]: Each lvl gives kicks -20% Combat Poor Balance [-5/lvl, max 5 lvls]: Land-specific. Each lvl gives -1
ST, -1 TH (-2 TH for targets higher than waist). 5 lvls give No Kick. athletic DX (half this penalty, rounded down, on defenses), -2 bal-
Long Legs [2.5/lvl/pair]: Each lvl increases length by one Size lvl. ance, adds lvl of Poor Kicker. Athletic actions may cause falls (p 8).
Add-ons: Enhanced Move, Enhanced Jump, Poor Balance. Effects may be halved by kneeling, negated by sitting or lying down.

20 | GULLIVER LITE v1.0 GULLIVER Rules Upgrade for GURPS


Creatures Abbreviations: Mv = Move; enc = encumbrance; EE = Extra Enc;
Dod = Dodge; con = control; EM = Enhanced Move; EJ = Enhanced
Below are basic stats for some creatures; B7 has complete write-ups. Jump; CR = Combat Reflexes; CST = Combat ST; LST = Load ST;
Animal Move in GVER is correctly termed Move, not Speed. eff = effective; T = Toughness. ST lists CST followed by LST.
name Size mass ST DX HT/HP DR enc Mv Dod con Jd notes
cheetah 0 120 12/ 12 12 13/ 13 0 Neg 3 30.4 8 +4 1.5 EE x1; EM x2 (but tires quickly); CR
elephant +4 15000 75/300 12 12/ 60 3 X-Hvy 12 2 -2 0 EE x3; EM x1. Wgt burden is Hvy.
tiger +1 600 24/ 32 13 13/ 20 0 Light 11.7 6 +2 2.4 EE x1; EM x1/2; EJ x1; CR
cat -3 10 4/ 1.2 14 12/ 4 0 Neg 3 9.8 8 +4 1.2 EE x1; EM x2; EJ x1; CR
horse +2 1200 26/ 52 10 13/ 26 0 Med 13.8 3 0 1.3 EE x2; EM x1
dolphin* +1 500 18/ 24 12 12/ 18 T1 None 9 6 0 Thrust 30. On land: Super-Hvy enc, No Legs
t. rex +4 11500 90/360 13 13/110 5 Hvy 13 3 -2 2.6 EE x3. Jaw CST 100. Med. burden. Add +1 DX from tail.
rabbit -4 4 2/ 0.5 12 12/ 2 0 Neg 3 9 7 +3 1.1 EE x1; EM x3, Running-12; EJ x2
shark* +2 1300 26/ 65 10 14/ 30 2 Light 9.6 5 -2 Jaw CST 35. On land: Super-Hvy enc, No Legs
orca* +3 6000 36/120 11 12/ 36 T2 Med 10.3 3 -4 Thrust 150. On land: Extreme enc, No Legs
hawk** -3 4 3/ 1 12 12/ 3 0 Neg 4 16 8 +5 0.4 Enc Neg 2 w/o airfoils. On land: Leg LST 0.6, Neg 3 enc
Centaur 0/+2 1300 26/ 52 10 12/ 24 T1 Med 13.2 3 0 1.3 EE x2; EM x1. Upper body: CST/LST 13, HP 12
Ellyllon -6 1.5 3/ 0.3 13 10/ 3 0 Neg 4 1.2 7 +2 0.3 Wgt, ST high for size. In air: No enc, Mv 2.3
Giant +3 4500 42/150 9 14/ 42 T3 X-Hvy 3.8 2 -4 1.5 EE x2. Wgt burden is Hvy.
Merfolk* 0 195 10/ 10 10 10/ 10 0 None 10 5 0 0 Thrust 15, EM x1. On land: X-Hvy enc, No Legs
Ogre +1 500 21/ 28 8 14/ 21 T2 Light 6.6 4 -1 1.4 In water: Light enc, MV 0.66 x Swimming/5, Dod 2, con -2
*aquatic performance stats. **aerial performance stats.

Character Example: Basic Stats and Performance PE = 23]. Difference due to airfoils is [-6 + 23 = 29, -20% (Requires
Heres a deliberately complex example: Ak, a child-sized, flying, Forward Move) = 24]. Ak pays a net [-6 + 24 = 18] for Neg 2 enc in
amphibious alien, built like a stout barrel with two wings, two thin air, which can drop to as much as Extreme 1 if he slows down.
arms, and four thin legs. Most designs will be much easier! With gear: MSR = 13.5. WSR is now 4.7 x 5 for air = 23.5. Eff MSR
= 13.5 x Enc Factor 4 = 54, which would be Med enc, a drop of 4 lvls
Basic stats but add another 50% loss (2 lvls) for the additional loss of lift from
Size -1 [0], DX 10 [0], IQ 10 [0], HT 12 [20]. At human size, Ak airfoils (p 4), giving X-Hvy.
would be a spindly base ST 9, base HP 12, DR 3, and 265 lbs. (thanks Unpowered: WSR burden is 0 when gliding. Eff MSR = 11 x 10, or
to wings, extra legs, armor, and thick body). But at Size -1, multiply MSR 13.5 x 10 with gear: Hvy enc either way, worth nothing.
weight by Volume Scale: 88 lbs. Multiply ST, HP and DR by Linear Load Rating: Ak's OK; his wings can support up to LST 4 (not thrust
Scale: Combat ST 6 [-30], HP 8 [-20, from Reduced HP x4], DR 2 8) x 35 = 140 lbs. before load hits Super-Hvy and trouble begins. But
[6]. Multiply ST by Area Scale: Load ST 4.5. There's no problem us- it's a moot limit he can't fly anyway with that weight.
ing this fractional stat (cost is midway between Load ST 4 and 5), but Performance
for simplicity round to Load ST 4 [additional -10, half the cost differ-
ence between Combat ST 6 and 4]. GM sets Inconvenient Size at [-5]. Aks Basic Speed and Basic Move are 5.5. Without gear:
PE is land. Add water as a HE through Amphibious [10], air through Land: Mv = 5.5 x 3/5 for enc x 2 for EM x 2/3 for Size = 4.4. Round
flight traits [Powered Flight + Gliding w/ Slow Fall x10 = 40]. to combat Mv 4, Step 1. Control: -2 for enc, +2 for Extra Legs = 0.
Add Extra Enc x1 [5] for four legs [two "back" Extra Legs, 8], and Water: As an aquatic creature, Aks Swimming defaults to DX. Mv
Enhanced Move (land) x1 [10]. = 5.5 x 3/5 for enc x 2/3 for Size = 2.2. Control: -4 for enc.
For [1.5] ea., limbs beyond first two legs could add Extra Legs' bene-
Encumbrance fit in water, adding to Swimming control rolls.
Ak has 20 lbs. of gear, but purchases enc based on naked weight. Air: Flight defaults to DX. At full speed: Mv = 5.5 x 1.2 for enc x
Land: MSR, WSR = 22. With EE, WSR burden is Light, not Med. 2/3 for Size x 2 for flight = 8.8 (round Step to 1); control: +2 for enc.
But eff MSR = 22 x Enc Factor 2.5 = 55: mobility of Med enc [-20]. Gliding: 5.5 x 2/3 for Size x 2 for flight = 7.3. Control: -6 for enc.
With gear: MSR, WSR = 27. WSR burden = Med. Eff MSR = 27 x Takeoff: Running Mv 4.4 lets airfoils kick in for only 1/4 effect and
Enc Factor 4 = 108: mobility of Hvy enc. X-Hvy enc, for a clumsy, slow takeoff. Mv 5.9 would allow Med enc.
Water: If weightless in water, eff MSR = 22 x 2 for water = 44: Landing: Mv 8.8 will require a balance roll at -4 to avoid falling.
Light enc [would be 10 for diff. from Med in PE, x1/2 for non-PE = Jumping: Jd is 4 x 2/3 x 15 / 88 = 0.45. Leg length is 0.67 yd.
5]. But Ak's gas-filled organs give him density 0.95 [3 for +3 on float- Throwing: Rounding arm mass to 2 lbs., Td with Ak's 1-lb. razor-
ing rolls] and about 5 lbs. of negative weight, or eff WSR 1.25 x 5 for rang = 4 x 2/3 x 10 / (2 + 1) = 9. 1/2 Dam distance rounds down to 4.
water = 6.25. Eff MSR = 22 x Enc Factor 1.5 x 2 for water = 66: Med Dodge: 5 + modifiers for encumbrance.
enc [no change from enc in PE = 0] swimming downward or level un- Advanced and optional stuff
derwater, Light if swimming or floating upward or on the surface.
With gear: MSR = 27. Gear = 17 lbs. in water (GM call); negative Tv: Body weight after Slow Fall = 88/2500 = 0.035. "Flat" area =
and positive weight total positive 12 lbs. Eff WSR = 3 x 5 for water = 100 (blocky body) + 50 (extra legs) + 450 (wings), each x Area Scale,
15. Eff MSR = 27 x Enc Factor 2 x 2 for water = 108: Hvy enc if Ak = 300. Glide descent = Mv 50 x sqrt (WAR = 0.035/300) = 0.5 y/sec.
swims upward, level, or on the surface; Med (eff MSR = 27 x 2 for Ftv: "Forward" area = 100 (blocky body, no change from "flat" pose,
water = 54) if Ak lets himself sink with weight. but ignore extra legs) + 75 (wings), each x Area Scale, = 88. Ftv =
Air: Assume powerful thrust of Load ST 8. WSR, MSR = 11. Eff Mv 10 x sqrt (MAR = 88/88) = 10. Glide Mv = Mv 10. Powered aer-
WSR = 11 x 5 for air = 55: Extreme 1 enc [-31 diff. from PE, x1/5 for ial Mv 8.8 is below ftv, avoiding slowdown from drag.
non-PE = -6] and no flight (though "air brakes" cut tv to 1/3 in a fall). New costs: Using p 2 cost options, Aks DR costs [25]. Using Quad
Add -20% limitation (Cannot Hover/Fly Backward) to flight traits. ST, Load ST = Combat ST squared /10 = 3.6 (round to 4), at no cost.
Use airfoils: Assume lift equals 80% of body weight, leaving 17.6 New game world: If the game is based on Ak's 0.8-g, 0.9-air density
lbs. Eff WSR = 2.2 x 5 for air = 11. Eff MSR = 11 x Enc Factor 1.6 = world, his encumbrance, performance stats, and cost will all change...
17.6: Neg 2 aerial enc (8 lvls better!) [45 diff. from PE, x1/2 for non-

GULLIVER Rules Upgrade for GURPS GULLIVER LITE v1.0 | 21


Powers and Fatigue PLAY! Superpowers in odd-sized games
Fatigue for superpowers The "correct" way to scale magic, psi, or super-
and psi usually occurs in GVER rules are designed to be universal, work- powers under a new base scale depends on the de-
small doses and can be sired effect: Does the game call for 2" PCs to
ing without modification for all creatures, even
handled normally. But
where tiny fractional stats are involved. throw full-size fireballs or little smoke puffs?
GURPS has trouble with
fatigue and magic. But working with ST 0.07 just isn't as smooth as You'll normally want to scale powers to the base
If fatigue is actual use handling ST 7. Happily, you can make it so: scale, multiplying size and effect by Linear, Area,
of body energy to power or Volume Scale as appropriate, such as Linear
a spell, Giants should be Scaling the Game Scale for damage effects: A minihuman's fireball
huge spell batteries. does 3d damage in tiny HP units.
Base Fatigue on ST; 1 GVER rules work regardless of measures you But some scalings require consideration. Exam-
fatigue from spellcasting can change units freely. Examples: ple: Given the high mobility of tiny creatures, the
is a straight 1 Fatigue Weight: A man has Load ST 10 for use with square root of Linear Scale may be the best way
lost, not 10% of ST. This pounds, or Load ST 160 in ounces. to scale actual linear dimensions, like spell ranges
is easy and is in line with Damage: Your sword strikes a 40 HP Giant for or the height of an Ice Wall. See B8 for more.
GURPS, but lets Giants 8 points of damage or, reworked, hits a 10 HP
power lots of spells, Giant for 2 points of damage.
while tiny PCs may not Superpowers in odd-sized PCs
Move: Move 10 in yards is also Move 30 in feet,
be able to cast any. What about PCs whose size is odd for the base
In a tiny base scale Move 360 in inches, and Move 0.0057 in miles.
Just be careful with exponents. If a rule calls for scale (including normal human games)? Again,
game, scale both effects
and fatigue down. Giant the square root of weight in pounds and you want powers should be matched to the base scale: By
(i.e., normal human) ounces, take that root and then multiply by 16. default, a 2" PC in a normal-sized game pays for
wizards will wield huge and throws the same big fireballs that 6' PCs hurl.
reserves to fuel several Base scale Exceptions are up to the GM's sense of what's
giant fireballs, or count- "right" in the game. The PC could be given scaled
less scaled-down ones. For games centered on odd-sized PCs, set PC versions of his powers, at changed cost. But one
But if fatigue is the size as "base scale", or Size 0. Scale PCs' stats to suggested no cost effect: When a small PC uses a
mental cost of control- easy-to-use numbers; scale hexes and other char- power against a large target, allow the target +1
ling magic, then a Giant acters to match. Keep units straight: A rule adding per level of Size difference on any resistance rolls.
and Ellyl should cast the body weight in lbs. to Load ST works in ounces
same number of spells. too, as long as both are equally multiplied by 16.
HT works as the base for Game Worlds
Example: Most PCs are 2" (Size -9) mini-peo-
Fatigue, as does ST if 1
ple; average stats are Combat ST and HP 0.3,
fatigue = 10% of ST. Small worlds
But Giants now have no Load ST 0.01, weight 0.005 lbs., and Move 1.
advantage over Pixies, Make their size the Base Scale: The PCs are Facts of life for thumb-sized PCs: Environmen-
throwing the same num- Size 0. Combat ST and HP are 10, measured in tal dangers will have harsh effects (p 15). Food
ber of identical fireballs. tiny-sized damage units; Load ST is 10, measured needs are high. Kinetic force is ineffective with
As a solution, a spell in tiny "millipounds". Weight is 5 millipounds. tiny weights; punches and hurled pebbles won't
could carry fatigue costs Running speed is Move 36 in 1" combat hexes. have much effect. Clothing will be relatively thick
for both the mental strain An inch-long (Size -11) insect is now Size -2, and stiff, a tiny "campfire" will burn out in sec-
of casting and the fuel- with roughly Combat ST 5, Load ST 2. A normal onds, and mini guns or machines are questionable.
ing of physical effects. human is Size +9, with Combat ST and HP 300, Feel free to ignore all that, as fiction does. Do
Spells like Detect Magic
Load ST 10,000, and a Move of 180 in 1" hexes. keep the fun things that fiction also ignores: Tiny
carry the former cost
only, paid from a HT- PCs will have excellent natural encumbrance and
(or optionally, Will-) Costs mobility, jumping and climbing everywhere.
based Fatigue pool; Gi- (Unmapped basic combat may be a good idea.)
Point costs are relative to base scale, i.e., to the
ants and Pixies would They can heft what look like ridiculously large
"size" of the game. The above PCs start with the
cast the same number. (but are really just amazingly light) objects, and
Spells that scale physi- above stats for 0 points. Pay the usual [10] for +1
are almost immune to falls. Scaled-down equip-
cally carry both the men- ST at that base scale (a tiny +0.03 Combat ST,
ment will be remarkably sturdy for its weight.
tal cost and a physical +0.001 Load ST to us). A 4" PC is a giant: Charge
Size -9 is fun: The physics are different but not
cost, the latter applied normal costs for Size +2, Combat ST 20 or so,
too strange. And one hex really equals one inch!
against a ST-based Fa- Load ST 50 or so, etc.
tigue pool. Casters can
throw fireballs appropri- Big worlds
Combat
ate to their size, for ap- Life for giants is just the opposite. Despite huge
propriately modified Combat works the same regardless of base scale
strength, the weights of tools and giants' own bod-
physical cost (but still or units. TH modifiers based on Size differences
limited by unchanged ies are even more ponderous. Climbs and jumps
do not change. Ranged combat TH is the same
mental cost). are tough; falls are deadly. Weapons and other
whether a 2" target is Size -9 (-9 TH) at a distance
Done right, such a sys- tools will need to be small relative to wielder size.
of a yard-long hex (+2 TH), or Size 0 (+0 TH) at a
tem should work for any Fiction usually gets this backward, with giants
distance of thirty-six inch-long hexes (-7 TH).
caster under any base wielding props overly large for their size. Allow
(Results may vary slightly with base scale, only
scale, but it needs further this in cinematic games by boosting ST, cutting
development. because of rounding of numbers or level cutoffs.)
weights, or simply invoking visual special effect.

22 | GULLIVER LITE v1.0 GULLIVER Rules Upgrade for GURPS


MORE TOYS! Separate AD and PD Die, Monster, Die!
Instead of adding Passive Defense (PD) to Ac- Does it seem wrong
that slavering huge mon-
Optional Rules for Defenses tive Defense (AD), keep them separate:
sters swoon and pass out
AD roll = 2 + the chosen Active Defense score. in fights just like PCs,
High skill in GURPS too often leads to elite PD roll = 2 + the total of all passive defenses. instead of raging up to
fighters choosing some tiny vital target on the foe If an AD roll fails, a PD roll provides a second the killing sword stroke?
(with TH to spare, why not?), over and over, wait- chance. Non-defending targets get a PD roll only. If so, try this:
ing for the critical hit that's the only way to get by Shields: With a Block, shield PD adds to the AD For monsters with IQ
the foe's "unbeatable defenses". Optional fixes: roll only; without a Block, to the PD roll only. below 10, allow a +1 per
Benefits: GMs know instantly how a blow was point of IQ under 10 on
Smart tactics avoided. Minimum defense rolls become 3 if a rolls to resist uncon-
character has any defenses at all. Active Defense sciousness from injury.
Use feints, rear attacks, missiles, wrestling, and But multiply effective
other intelligent tactics to get by high defenses. rolls are boosted for non-fighters, but lowered to
"knocked out" HP below
manageable levels for armored, skilled warriors. 0 by (IQ/10), for all pur-
Fast blows poses.
Critical hits Example: A HP 120, IQ
Skilled fighters may throw faster-than-normal 2 giant mauve worm re-
blows, reducing a foe's defenses by -1 for every -2 Do not increase the chance of critical hits for
sists passing out from
taken on TH. Fast blows can be used together with skilled fighters; use 3 or 4 on 3d for all fighters. wounds at +8. But while
any melee skill, maneuver, AOA option, Feints, Let skilled fighters beat defenses through skill it has full HP above 0, it
etc., but may not reduce TH below 12. i.e., smart tactics and fast blows not dumb luck. has only 1/5 as much
Benefits: This rule replaces CII's "Only the Best effective HP 24 below
Shall Win" rule. It boosts the power of skilled Optional Rules for Damage 0. It makes death rolls at
fighters less than that rule does, and only comes -24 HP and every -12
HP thereafter, with auto-
into play if a fighter chooses the option, rather New Toughness trait matic death at HP -120.
than complicating every attack by every fighter.
Rename GURPS' Toughness "Soft DR", or toss
Size Without Natural
it out. The Toughness below is a different animal:
Declaring defenses Encumbrance
Every creature has automatic, free Toughness
GURPS allows all fighters the mysterious abil- equal to Combat ST /5, rounded down. (Halve for If you don't use natural
ity to foretell whether an attack will hit or not, and hands, feet, groin, nose, and throat. Eyes have no encumbrance rules, mul-
tiplying Move by Linear
base defense decisions on that knowledge. Toughness, and the brain has DR instead.)
Scale is too drastic an
Remove that ability. Defenders must declare a Multiply basic hits that get through DR for dam- adjustment for size. In-
specific defense after an attack is launched (the age type, location, etc., as always. Now subtract stead, multiply Move as
sword moves, the gun barrel points, etc.) but be- Toughness from remaining damage but only if Size were half what it
fore TH is rolled. from basic hits that got through, representing is. Round favorably.
The defense is used up whether the blow turns bruising force, and not from extra hits for damage Change the cost of Size
out to be accurate, misses, or never comes (i.e., is type or location (Toughness doesn't reduce these). to [3/level], for either
a Feint though if you win the feint Contest, you Benefits: This realistically models how big mus- large or small Size.
see the ruse and don't waste the defense). cles can shrug off a punch, but lessen a slash only Example: Without natu-
If you don't defend and the blow misses, you partly, a knife to the vitals very little. On the down ral encumbrance rules, a
Size -5 creature adjusts
lucked out. If it is accurate, you are about to be hit side, it adds an extra stat, and all damage gets re-
Move using Linear
and may make a last-chance panic defense, at -1 duced by Toughness, affecting play balance. Scale for Size -2, or
vs a melee attack, -2 vs a thrown weapon, -4 vs a x1/2. Its Size costs [15].
missile like an arrow, -8 vs a bullet, -16 vs a hy- Revised ST damage
pervelocity round, and no chance vs a laser. New ST Table
Rework thrust damage from Combat ST, per the
Benefits: Whether to spend or save defenses be- Damage is 1d per 10
sidebar: 1d per ST 10. For higher ST, keep the
comes a tougher choice. Also, there is a distinc- Combat ST:
same progression, adding 1d per additional ST 10:
tion between defending against the perceived path
ST 52 = 5d+1, ST 639 = 63d+3, etc. Combat thrust
of a missile vs Dodging the missile itself. ST dmg
For swings, use damage for Combat ST x 1.5.
Precognition: Precognitive abilities let you use
(However, limit additional damage dice from a 10-11 1d
normal GURPS rules, i.e., declare a defense after
swing to the square root of weapon weight in lbs.) 12-13 1d+1
TH is confirmed, with no "last second" penalties.
Benefits: Damage scales neatly with Combat 14 2d-2
ST; that mini table is all that's needed for any ST 15-16 1d+2
Limits on Dodges and Retreat score! On the down side, damage gets raised for 17 2d-1
Apply a cumulative -1 penalty to each Dodge af- all combat blows, affecting play balance. 18-19 1d+3
ter the first in a turn. 20-21... 2d...
A Retreat for the full +3 AD bonus requires full Both rules together
Move remaining (backward movement prior to For ST under 10, take
The higher damage from the ST Table and the damage for a multiple
Retreat does not count against this). With between
reduction from Toughness balance each other per- above 10 and divide ap-
half and full Move remaining, the bonus is only propriately. Or use the p
fectly. Together the two rules add a great realistic
+2; with less than half Move remaining, +1. A 15 low damage rolls.
feel to combat, and more reasons to buy high ST.
fighter who has used all his Move can not Retreat.

GULLIVER Rules Upgrade for GURPS GULLIVER LITE v1.0 | 23


USEFUL TABLES!
Scale Table Huge Weapons Table
Size Spd/ Linear Linear Area Volume weapon Size minus effective target Dodge
Rng Dim. Scale Scale Scale target Size Size penalty

+10 -10 100 yds x50 x2000 x100K -3 or smaller use target Size 0
+9 -9 70 yds x30 x1000 x30K -2 use target Size +1 -2
+8 -8 50 yds x20 x500 x10K -1 use target Size +1 -4
+7 -7 30 yds x15 x200 x3000 0 use target Size +2 -6
+6 -6 20 yds x10 x100 x1000 +1 use weapon Size +1 -8
+5 -5 15 yds x7 x50 x300 +2 use weapon Size +1 -10
+4 -4 10 yds x5 x20 x100 +3 or larger use weapon Size -12+
+3 -3 7 yds x3 x10 x30
+2 -2 4.5 yds x2 x5 x10 Square Root Table Parry/Block Penalty Table
+1 -1 3 yds x1.5 x2 x3 value Col 1 Col 2 Ratio of attack oomph Parry/Block
0 0 2 yds x1 x1 x1 to defense oomph penalty
0.01 0.02 0.12 x1/100
-1 +1 1.5 yds x2/3 x1/2 x1/3 0.02 0.05 0.15 x1/70 less than x1.5 0
-2 +2 1 yd x1/2 x1/5 x1/10 0.05 0.1 0.25 x1/50 x1.5 -1
-3 +3 2 ft x1/3 x1/10 x1/30 0.1 0.2 0.4 x1/30 x2 -2
-4 +4 1.5 ft x1/5 x1/20 x1/100 0.2 0.5 0.5 x1/20 x3 -3
-5 +5 1 ft x1/7 x1/50 x1/300 0.5 1 0.8 x1/15 x5 -4
-6 +6 8 in x1/10 x1/100 x1/1000 12 1.2 x1/10 x7 -5
-7 +7 5 in x1/15 x1/200 x1/3000 25 2 x1/7 x10 -6
-8 +8 3 in x1/20 x1/500 x1/10K 5 10 3 x1/5
-9 +9 2 in x1/30 x1/1000 x1/30K 10 20 4 x1/3 Slam Table
-10 +10 1.5 in x1/50 x1/2000 x1/100K 20 50 6 x1/2 degree of loser's winner's
50 100 8 x2/3 success change change
Encumbrance Table 100 200 12 x1 less than 10 x1/2 x1/2
WSR Enc Half Full Move Point Enc MSR 200 500 18 x1.5 10-19 x2/3 x1/3
Level Mod Mod Mod Cost Fact. 500 1K 25 x2 20-29 x3/4 x1/4
0.07 Neg 10 5 10 x20 200 1 0.07 1K 2K 40 x3 30-49 x4/5 x1/5
0.15 Neg 9 4 9 x15 170 1 0.15 2K 5K 50 x5 50-99 x9/10 x1/10
0.3 Neg 8 4 8 x10 155 1 0.3 5K 10K 80 x7 100 or more x1 x0
0.7 Neg 7 3 7 x7 125 1 0.7 10K 20K 125 x10
1.3 Neg 6 3 6 x5 110 1.1 1.5 20K 50K 175 x15
Extra Effort Table
2.5 Neg 5 2 5 x3 80 1.2 3 50K 100K 250 x20
100K 200K 400 x30 activity penalty extra effect
5 Neg 4 2 4 x2 65 1.4 7
200K 500K 500 x50 lifting -1 +10% Load ST
10 Neg 3 1 3 x1.5 35 1.5 15
500K 1M 800 x70 movement -1 +5% Move
12 Neg 2 1 2 x1.2 25 1.6 20
1M 2M 1200 x100 jumping -1 +5% Jd
14 Neg 1 0 1 x1.1 5 1.8 25 throwing -1 +5% Td
17 None 0 0 x1 0 2 35 Column 1 gives the square
Active Defense -2 +1 AD
19 Light -1 -2 x4/5 -10 2.5 50 root of the value; Column
2, a multiplier for the generic athletic skill -2 +1 skill
21 Med. -2 -4 x3/5 -20 4 100 square root of (value/150).
27 Heavy -3 -6 x2/5 -30 7 200 Move and Fatigue Table
35 X-Hvy -4 -8 x1/5 -40 20 700 Use to find square roots Move is greater type of Move fatigue
45 S-Hvy -5 -10 x1/10 -50 65 3000 involving mass, weight, or than. . . interval
any value.
55 Extr. 1 -6 -11 x1/15 -51 inf 7000
0 slow ("walking") hour
65 Extr. 2 -6 -12 x1/20 -52 inf 15K
x1/3 brisk ("jogging") 10 minutes
x1/2 very brisk 1 minute
Extra Encumbrance Table x2/3 fast ("running") 20 seconds
levels of trait x1 sprint 10 seconds
0 1 2 3 X x1 + Sprint bonus Extra Effort sprint 1 second
None 17 18 19 21 15+2X
Jumping Angle Table Formulae
Light 19 21 23 27 15+4X
Medium 21 24 27 33 15+6X angle height distance Jumping distance (Jd) = lower of:
Heavy 27 33 39 51 15+12X 90 x1/2 x0
a) Load ST x Linear Scale x 15 x enhancements / mass
X-Heavy 35 45 55 75 15+20X 75 x9/20 x1/2 b) Speed x Linear Scale x enhancements
S-Heavy 45 60 75 105 15+30X 60 x3/8 x9/10
Extreme 1 55 75 95 135 15+40X 45 x1/4 x1 Throwing distance (Td) = lower of:
Extreme 2 65 90 115 165 15+50X 30 x1/8 x9/10
a) Load ST x Linear Scale x 10 / (arm mass + object mass)
Extreme 3 75 105 135 195 15+60X 15 x1/20 x1/2 b) Speed x Linear Scale x 10
Extreme 4 85 120 155 225 15+70X 0 x0 x0 (arm mass = body mass/50)

24 | GULLIVER LITE v1.0 GULLIVER Rules Upgrade for GURPS

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