Rules of Strength
Super GURPS Style Again :: Rules :: Rules :: Stat Mechanics
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Rules of Strength
Strength (ST)
±10 points/level
Strength measures physical power and bulk. It is crucial if you are a warrior in a primitive world, as high ST lets you dish out and absorb more damage in hand-to-hand combat. Any adventurer will find ST useful for lifting and throwing things, moving quickly with a load, etc. ST directly determines Basic Lift (B. 15), basic damage (B. 15), and Hit Points (B. 16), and affects your character’s Build (B. 18).
Lifting ST
±3 points per ±1 STYou have lifting capacity out of proportion to your mass. This is common for vehicles and supers. Add your Lifting ST to your ordinary ST when you determine Basic Lift (B. 15) for the
purposes of carrying, lifting, pushing, and pulling. Lifting ST also adds to ST in situations where you can apply slow, steady pressure (grappling, choking,etc.). Lifting ST does not boost ST (or Basic Lift) for the purpose of determining HP, throwing distance, or damage inflicted by melee attacks or
thrown weapons.
If you bought your ST with the Size limitation, apply the same limitation to Lifting ST. The No Fine
Manipulators limitation does not give a discount, however.
Basic Lift = ST^2/5 lbs
Hit Points (HP)
±2 points per ±1 HPHit Points represent your body’s ability to sustain injury. By default, you have HP equal to your ST. For instance, ST 10 gives 10 HP.
Striking ST
±5 points per ±1 STYou can strike more powerful blows than your ST score would indicate. Add Striking ST to base ST solely for the purpose of calculating thrust and swing damage (see Damage Table, B. 16). Striking ST has no effect on HP or Basic Lift. If you bought your ST with the No Fine Manipulators or Size limitation, apply the same limitation(s) to Striking ST.
Encumbrance and Move
“Encumbrance” is a measure of the total weight you are carrying, relative to your ST. The effects of encumbrance are divided into five “encumbrance levels.” All but the lowest level will reduce your actual Move to a fraction of your Basic Move and give a penalty to Dodge, as follows:No Encumbrance (0):
Weight up to Basic Lift. Move = Basic Move. Full Dodge.
Light Encumbrance (1):
Weight up to 2xBL. Move = Basic Move x 0.8. Dodge -1.
Medium Encumbrance (2):
Weight up to 3xBL. Move = Basic Move x 0.6. Dodge -2.
Heavy Encumbrance (3):
Weight up to 6xBL. Move = Basic Move x 0.4. Dodge -3.
Extra-Heavy Encumbrance (4):
Weight up to 10xBL. Move = Basic Move ¥ 0.2. Dodge -4.
Drop all fractions. Encumbrance can never reduce Move or Dodge below 1.
Note that these levels are numbered from 0 to 4. When a rule tells you to add or subtract your encumbrance level from a die roll, this is the number to use. For instance, encumbrance gives a penalty to Climbing, Stealth, and Swimming skills.
There will be a table below detailing this information
Last edited by doomedelf on Fri Apr 15, 2016 4:50 pm; edited 2 times in total
Re: Rules of Strength
ST | Thrust | Swing | Lift |
1 | 1d-6 | 1d-5 | 0.2 |
2 | 1d-6 | 1d-5 | 0.8 |
3 | 1d-5 | 1d-4 | 1.8 |
4 | 1d-5 | 1d-4 | 3.2 |
5 | 1d-4 | 1d-3 | 5 |
6 | 1d-4 | 1d-3 | 7.2 |
7 | 1d-3 | 1d-2 | 9.8 |
8 | 1d-3 | 1d-2 | 13 |
9 | 1d-2 | 1d-1 | 16 |
10 | 1d-2 | 1d | 20 |
11 | 1d-1 | 1d+1 | 24 |
12 | 1d-1 | 1d+2 | 29 |
13 | 1d | 2d-1 | 34 |
14 | 1d | 2d | 39 |
15 | 1d+1 | 2d+1 | 45 |
16 | 1d+1 | 2d+2 | 51 |
17 | 1d+2 | 3d-1 | 58 |
18 | 1d+2 | 3d | 65 |
19 | 2d-1 | 3d+1 | 72 |
20 | 2d-1 | 3d+2 | 80 |
21 | 2d | 4d-1 | 88 |
22 | 2d | 4d | 97 |
23 | 2d+1 | 4d+1 | 106 |
24 | 2d+1 | 4d+2 | 115 |
25 | 2d+2 | 5d-1 | 125 |
26 | 2d+2 | 5d | 135 |
27 | 3d-1 | 5d+1 | 146 |
28 | 3d-1 | 5d+1 | 157 |
29 | 3d | 5d+2 | 168 |
30 | 3d | 5d+2 | 180 |
31 | 3d+1 | 6d-1 | 192 |
32 | 3d+1 | 6d-1 | 205 |
33 | 3d+2 | 6d | 218 |
34 | 3d+2 | 6d | 231 |
35 | 4d-1 | 6d+1 | 245 |
36 | 4d-1 | 6d+1 | 259 |
37 | 4d | 6d+2 | 274 |
38 | 4d | 6d+2 | 289 |
39 | 4d+1 | 7d-1 | 304 |
40 | 4d+1 | 7d-1 | 320 |
45 | 5d | 7d+1 | 405 |
50 | 5d+2 | 8d-1 | 500 |
55 | 6d | 8d+1 | 605 |
60 | 7d-1 | 9d | 720 |
65 | 7d+1 | 9d+2 | 845 |
70 | 8d | 10d | 980 |
75 | 8d+2 | 10d+2 | 1125 |
80 | 9d | 11d | 1280 |
85 | 9d+2 | 11d+2 | 1445 |
90 | 10d | 12d | 1620 |
95 | 10d+2 | 12d+2 | 1805 |
100 | 11d | 13d | 2000 |
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Super GURPS Style Again :: Rules :: Rules :: Stat Mechanics
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