“An Introduction to Roleplaying” From the publisher’s website: GURPS Lite is a page distillation of the basic GURPS rules. It covers the essentials of character. GURPS – 4th Edition – Lite – Download as PDF File .pdf), Text File .txt) or read online. GURPS_Lite_(Fourth_Edition).pdf (file size: MB, MIME type: application/pdf ). About; File History. There is no description yet. Add a description.

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Jumper Time and Jumper Editiom separately, at full cost. In addition, a successful DX roll halves damage from any fall see p. Sadly the 4th ed lite rules dropped the magic section from 3rd ed. You must declare that you are using your Luck immediately after you roll the dice. These are usually penalties, and take llte form of an Intolerance disadvantage on the part of the NPC. Your Dodge defense see Dodging, p. Intelligence broadly measures brainpower, including creativity, intuition, memory, perception, reason, sanity, and editioh.

Thus, the higher the stat you are rolling against, the easier it is to make the roll. Home Questions Tags Users Unanswered. Will does not represent physical resistance — buy HT for that! Characters also have a TL, equal to that of the technology with which they are most familiar. Animal Empathy Acute Senses You are unusually talented at reading the motivations of animals. Perception Per represents your general alertness.

Voice 10 points You have a naturally clear, resonant, and attractive voice. This gives -1 on reaction rolls.

Anyone can acquire a semblance of charisma through looks, manners, fdition intelligence — but real charisma is independent of these things. Please edit the question to limit it to a specific problem with enough detail to identify an adequate answer. Status less than 0 means you are a serf or a slave, or simply very poor. A background for play; a setting. This depends on how capable he wants them to be. You could win beauty contests — regularly.


As above, but not so bad — maybe only stringy hair and snaggle teeth.

Warehouse 23 – GURPS Lite (Lithuanian Fourth Edition)

If the total rolled on the dice is less than or equal to your effective skill, you succeed, and the difference between your effective skill and your die roll is your margin of success.

You may not attempt a success roll if your effective skill is less than 3 unless you are attempting a defense roll p. A world might be TL8 on average, but the citizens of one advanced nation might be TL9 while those from an underdeveloped region might be TL7.

Unless you are especially primitive or advanced, your personal TL will be the same as the world.

You must roll under your Dodge on 3d to duck or sidestep an attack. An attribute this bad severely constrains your lifestyle. Larger Than-Life points: Please select a support frequency. Small children, mindless thralls, zombies, etc. Effective Skill Your base skill is your actual level in a skill, as recorded on your character sheet. Most people have Average appearance. For instance, you might test, or roll against, your Strength to stop a heavy door from closing. As above, but more so.

GURPS Lite (Portuguese Fourth Edition)

Not quite — see Critical Success and Failure, below. Language Talent 10 points You have a knack for languages. Personal appearance and behavior. To enjoy these benefits, your limbs must be unbound and your body free to twist gjrps you fall.


For example, if you are rolling against Strength, and your ST is 12, a roll of 12 or less succeeds. If gugps succeed, the winner is the one with the largest margin of success; if both fail, the winner is the one with the smallest margin of failure.

This is most useful if you also have access to high-TL equipment, but the knowledge of a high-tech doctor or scientist can be very useful in a low-tech setting, even without specialized equipment!

GURPS Lite (Fourth Edition)

You can also buy advantageous social traits, such as wealth, and special abilities called advantages see p. The species to which you belong. It has been your support, financial and otherwise, that has allowed this site to become what it is today. A continuing series of adventures. The GM must use common sense to distinguish among these cases, according to the exact situation in which the adventurers find themselves.

Racial or national biases. You can use the language as well as an educated native.

Armor reduces the damage received by the wearer. Any adventurer will find ST useful for lifting and throwing things, moving quickly with a load, etc.

The basics of playing the game are discussed as well, including combat.