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Genre Gurps

The document outlines a tabletop role-playing game system, detailing attributes, terminology, and mechanics for combat and character actions. Key attributes include Strength, Intelligence, Dexterity, and Constitution, which influence gameplay through dice rolls and modifiers. It also explains critical outcomes, game terminology, and character advancement, emphasizing the importance of skills, classes, and races in shaping player characters.

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Lars Adolfsen
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0% found this document useful (0 votes)
22 views6 pages

Genre Gurps

The document outlines a tabletop role-playing game system, detailing attributes, terminology, and mechanics for combat and character actions. Key attributes include Strength, Intelligence, Dexterity, and Constitution, which influence gameplay through dice rolls and modifiers. It also explains critical outcomes, game terminology, and character advancement, emphasizing the importance of skills, classes, and races in shaping player characters.

Uploaded by

Lars Adolfsen
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as DOCX, PDF, TXT or read online on Scribd
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attributes

STRENGTH (STR)
Combat is broken into turns, each representing 1

INTELLIGENCE (INT)
Combat is broken into turns, each representing 1

DEXTERITY (DEX)
Combat is broken into turns, each representing 1

CONSTITUTION (CON)
Combat is broken into turns, each representing 1
Terminology
GENRE resolves actions by rolling six-sided Critical Success: If you succeed and roll at
dice (d6) and comparing the result to a least two 6s, you achieve exceptional
target number, with outcomes influenced results and may finish faster or gain a
by dice rolls, critical numbers, and benefit.
situational modifiers like advantage or Critical Failure: If you fail and roll at least
disadvantage. two 1s, you experience a setback or
unintended consequences, such as
DICE NOTATION equipment breaking or complications
1d6: Roll one six-sided die. arising.
2d6: Roll two dice.
3d6: Roll three dice, the default for most
ADVANTAGE AND
DISADVANTAGE
actions.
Xd6+Y: Roll X dice, then add or subtract Y. Sometimes, the odds are in your favor or
Example: "3d6−2" means roll three dice, against you. We call these Advantages and
sum results, and subtract 2. Disadvantages.

Advantage: Roll extra dice (e.g., 4d6, 5d6)


DIFFICULTIES
and keep the best three results.
Some tasks are more complex than others. Disadvantage: Roll extra dice and keep
If your task has a modifier, adjust your roll the worst three.
based on the modifier. Balancing: Advantages and disadvantages
cancel out one-for-one. For example, one
Easy (+2): Simple tasks with minimal
advantage and one disadvantage result
complications.
in a standard 3d6 roll.
Average (+0): Most people could attempt
standard tasks with some chance of
GAME TERMINOLOGY
success.
Hard (-2): Challenging tasks requiring skill Game Master (GM): The Game Master
or effort. designs the world, runs sessions,
Very Hard (-4): Tasks that push the limits arbitrates rules, and determines the
of skill and luck. reactions of NPCs and creatures.
Nearly Impossible (-6): Improbable tasks, Player Character (PC): A fictional
achievable only in rare circumstances. character controlled by a player.
Party: A group of PCs collaborating on
MAKING A CHECK adventures.
Scenario: A single mission or story arc.
Whenever you try something challenging or
Campaign: A series of interconnected
risky, roll 3d6 (modify roll based on
adventures.
difficulty) and roll less than your Attribute
Non-Player Character (NPC): Characters
+ Skill to succeed. Regardless of your skill
controlled by the GM, including allies and
and attribute, 3 are always a success and
enemies.
18 a failure.
Combat Turn: A one-second interval in
CRITICAL OUTCOMES which each character acts.
Maneuver: Actions taken during a turn,
Not all successes and failures are equal.
like attacking or defending.
Game Statistics
The COMBAT turn
INITIATIVE Cast: Cast a spell from memory or scroll.
Extra Free Action: Gain an extra free
Characters act in order, which is
action.
determined by their speed. The character
Fire: Attack an opponent with a ranged
with the highest speed acts first. If two
weapon. If you moved before firing, you
characters have the same initiative, the GM
have disadvantage on the shot.
decides which acts first.
Move: Move up to half your speed. You
may perform another action at -4.
THE TURN
Raise: Raise your shield to increase your
Combat is broken into turns, each Defense against Close Combat attacks
representing 1 second of in-game time. by +2. When hit, you lower your shield
Each turn is divided into three phases. If the and lose the AC bonus until you raise it
terrain is rugged or challenging, half your again.
movement. Run: Move up to your movement.
Strike: Attack an opponent with an
MANEUVERS
unarmed strike, melee weapon, or
With each turn, your character may take thrown weapon.
one maneuver and a free action. A free Use skill: Use a skill or ability in combat.
action is an action that doesn’t require you Some skill maneuvers may be extended
to roll your dice, can be done quickly, and tests that take more than one round and
can be done as part of another maneuver, skill checks to succeed.
e.g., opening a door or drawing a sword.
attacking
Your character is defined by key statistics Basic Move: Equal to Basic Speed
that capture your abilities, strengths, and (rounded down), this is your ground
weaknesses in the game world. movement speed in yards per second.

ATTRIBUTES SKILLS
Four attributes measure your character’s Skills represent specific areas of training
core physical and mental capabilities: and expertise. Each skill is tied to an
attribute (or attributes) and is learned at a
Strength (STR): Physical power and lifting
particular level. Skill checks are made using
capacity.
3d6, and success is achieved by rolling
Dexterity (DEX): Agility, coordination, and
under the combined total of the relevant
fine motor skills.
attribute(s) and skill level.
Intelligence (INT): Cognitive ability,
reasoning, and perception.
CLASS
Health (HT): Stamina, fatigue resistance,
and vitality. Characters choose a class that defines their
Each attribute is rated on a scale of 10, with role and unique abilities in the game.
10 being the average for humans. Classes provide access to special skills,
Attributes can be improved during combat abilities, or magical powers. See the
character creation or advancement. Class section for options and details.

HIT POINTS (HP) RACE


Equal to Strength, this represents your Your character can be human or a member
ability to sustain damage. of another race with distinct traits, such as
elves or dwarves. Races offer unique
SECONDARY CHARACTERISTICS advantages and limitations.

These derived values provide additional


ADVANCEMENT
details about your character's capabilities:
As characters complete adventures, they
Will: Equal to Intelligence, it reflects your
earn Experience Points (XP). Accumulating
mental resolve and resistance to fear or
enough XP allows characters to advance in
influence.
level, improving their attributes, skills, or
Perception (Per): Equal to Intelligence, it gaining new abilities.
determines your ability to notice details and
hidden threats.
Combat and Defense
Fatigue Points (FP): Equal to Health, this
measures your stamina and energy Characters have derived combat statistics:
reserves.

Basic Speed: Determined by averaging Attack Rolls: Determined by relevant


Dexterity and Health, this affects reaction combat skills.
time and initiative.
Defense Rolls: Based on active defenses
like Dodge, Parry, or Block.

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