GURPS Ultra-Lite Folds and and Much More
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TM ULTRA-LITE About GURPS Steve Jackson Games is committed to full support of slit on the dotted line in the middle of the sheet, below pages GURPS players. Our address is SJ Games, P.O. Box INSTRUCTIONS 6 and Back and above 3 and 2; if you cut to either edge of 18957, Austin, TX 78760. Please include a self- After you print this PDF, lightly fold the second page on the paper, you went too far! addressed, stamped envelope (SASE) any time you the faint lines. (Make all folds in both directions to loosen Fold the paper in half lengthwise, text-side-out, and – write us! We can also be reached by e-mail: the creases.) With the page folded in half in either direction, holding the Front and page 1 in one hand and pages 5 and [email protected]. Resources include: the joining edges should match; if they don’t, trim the overly 4 in the other – bring your hands together, so that the pages long edge(s). Then unfold the page and lay it flat. on the top layer (6 and Back) pop up and the pages on the New supplements and adventures. GURPS continues Look at the sheet landscape style, so the Ultra-Lite cover bottom layer (2 and 3) pop down. Looked at from a certain to grow – see what’s new at www.sjgames.com/gurps. is in the upper-right corner (see picture). Make a horizontal view, it should resemble a plus (+) sign. e23. Our e-publishing division offers GURPS adven- Fold page 6 toward page 5, then fold page 1 toward page tures, play aids, and support in PDF form . digital 2. This forms a booklet with the cover on top and the copy- copies of our books, plus exclusive material available right page on the back; the rest of the book should now read only on e23! Just head over to e23.sjgames.com. in the correct order. Pyramid (www.sjgames.com/pyramid). Our 5 6 Back Front Cut where monthly PDF magazine includes new rules and articles indicated by for GURPS, systemless locations, adventures, and the red line. BONUS TIP much more. Look for each themed issue from e23! Internet. Visit us on the World Wide Web at Once properly assembled, GURPS Ultra-Lite folds and www.sjgames.com for errata, updates, Q&A, unfolds easily. Did you notice that the other side of the sheet and much more. To discuss GURPS with our staff 4321 is blank? You can print a character sheet there, player info and your fellow gamers, visit our forums at for your game, flyer information for your store, or anything forums.sjgames.com. The GURPS Lite web page can else that suits your fancy! be found at www.sjgames.com/gurps/lite. Bibliographies. Many of our books have extensive GURPS System Design ❚ STEVE JACKSON Managing Editor ❚ PHILIP REED Director of Sales ❚ ROSS JEPSON bibliographies, and we’re putting them online – with GURPS Line Editor ❚ SEAN PUNCH Art Director ❚ WILL SCHOONOVER Errata Coordinator ❚ FADE MANLEY links to let you buy the resources that interest you! Go Marketing Director ❚ PAUL CHAPMAN Production Artists ❚ ALEX FERNANDEZ GURPS FAQ Maintainer ❚ ––––––– to each book’s web page and look for the “Bibliography” e23 Manager ❚ STEVEN MARSH and NIKOLA VRTIS VICKY “MOLOKH” KOLENKO Prepress Checker ❚ MONICA STEPHENS link. Errata. Everyone makes mistakes, including us – but we do our best to fix our errors. Up-to-date errata pages GURPS and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. Ultra-Lite, Pyramid, and the names of all products published by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve Jackson Games Incorporated, for all GURPS releases, including this book, are avail- or used under license. GURPS Ultra-Lite Version 0.8 is copyright © 2009 by Steve Jackson Games Incorporated. All rights reserved. able on our website – see above. GURPS Ultra-Lite Version 0.8 is intended for free distribution. You are encouraged to copy and share this page freely. You may not Rules and statistics in this book are specifically for charge for it, except to cover the actual cost of copying. You may not remove any part of it. You may not change or modify it. You absolutely may not incorporate this game, or parts of it, into another product for distribution in any way. the GURPS Basic Set, Fourth Edition. Page references GURPS Ultra-Lite is available in PDF format from www.sjgames.com/gurps/lite/. You may distribute this PDF file freely that begin with B refer to that book, not this one. under the above restrictions, and post copies of it online. You may not sell it or include it as part of any product for sale without the written permission of Steve Jackson Games Incorporated. GURPS Rules by STEVE JACKSON STEVE JACKSON GAMES GURPS Ultra-Lite Abridged Rules by ® SEAN PUNCH Stock #37-0032 Version 0.8 – January 2009 Combat Ranged attack: As above, but one that uses heavy high-tech Combat proceeds in turns. skills are things like Ninja for armor (e.g., Commando). Whatever Each turn, each fighter picks one shuriken or Infantryman for rifles. is left comes off HP. option (and one foe, if he attacks): Don’t subtract half your enemy’s At 0 HP, roll base HT each turn TM bonus. The GM may give up to -10 before acting; failure means you Melee attack: A trained task for range. Success does Basic Dam- pass out. At -HP, you collapse; using DX and a skill like Karate age for bows and thrown weapons, roll base HT or die. If you ULTRA-LITE Master (if unarmed) or Knight (if 2d for pistols, or 5d for rifles. Skill survive, make a daily HT roll to Version 0.8 armed). The skill must fit the level still adds to damage. recover 1 HP. weapon (e.g., Samurai for katana) Move: Run from ranged to to count when armed. Subtract melee or melee to ranged. Stock #37-0032 half your enemy’s combat skill Defend: Duck! Subtract your GURPS Rules by STEVE JACKSON bonus; e.g., with Agile (12) and full skill bonus from enemy melee GURPS Ultra-Lite Abridged Rules by SEAN PUNCH Samurai 2 (+8), you need 12 - 6 + 8 attacks, half that from ranged GURPS Ultra-Lite Version 0.8 is copyright © 2009 by = 14 to hit, or 10 if your foe has ones. Steve Jackson Games Incorporated. It is intended ® for free distribution. You are encouraged to copy and Ninja 2 (+8). share this page freely. You may not charge for it, except to Success when unarmed does Armor protects the wearer cover the actual cost of copying. You may not remove any part of it. You may not change or modify it. You This game assumes you damage equal to half your Basic against damage. Subtract 1 from absolutely may not incorporate this game, or parts of it, know what “RPG,” “PC,” GM,” Damage roll (drop fractions); enemy damage rolls per level in a into another product for distribution in any way. GURPS Ultra-Lite is available in PDF format from “3d6,” and “NPC” mean. Weak heroes inflict 1 point. Use skill that uses light, low-tech armor www.sjgames.com/gurps/lite/. You may distribute Learning it will teach you some this PDF file freely under the above restrictions, the full roll when armed. Add com- (e.g., Swashbuckler), 2 per level in and post copies of it online. GURPS concepts, but not all – bat skill level (not bonus) to dam- one that uses heavy low-tech armor You may not sell it or include it as part of any GURPS is much larger! product for sale without the written permission of age; e.g., Knight 2 (+8) gives +2. (e.g., Knight) or light high-tech Steve Jackson Games Incorporated. armor (e.g., Cop), or 4 per level in Please visit our website at www.sjgames.com. You may also write to us at PO Box 18957, Austin, TX 78760. STEVE JACKSON GAMES armor. purpose of weapon damage and damage weapon of purpose (hard to do/resist) to +10 (easy!); +10 to do/resist) to (hard levels to combat skills for the sole the for skills combat to levels assigning a modifier from -10 from modifier a assigning Levels and base rolls: Clumsy (8), Clumsy rolls: base and Levels a capability that adds two adds that capability a The GM can vary difficulty by difficulty vary can GM The dominate: attacking, driving, etc. driving, attacking, dominate: fails! 18 an and Wealthy, Wealthy, always always armor. Heroes can put one level in level one put can Heroes armor. code-breaking, driving, etc. driving, code-breaking, whenever precision or reflexes or precision whenever succeeds dice the on 3 A always always improves weapon damage and damage weapon improves require training: attacking, training: require Gives your your Gives base roll base DX: Knight) give superior gear that gear superior give Knight) -6 to base rolls for tasks that tasks for rolls base to -6 Strong (18 HP, 3d6). HP, (18 Strong rolls 10 - 6 + 8 = 12. = 8 + 6 - 10 rolls Levels in combat skills (like skills combat in Levels succeed; otherwise, you fail. Apply fail. you otherwise, succeed; Strong (14 HP, 2d6), and Very and 2d6), HP, (14 Strong those two levels in Crook 2 (+8) 2 Crook in levels two those Skills include relevant gear. relevant include Skills greater than your base roll, you roll, base your than greater HP, 1d6/2), Normal (10 HP, 1d6), HP, (10 Normal 1d6/2), HP, criminal with IQ Normal (10) and (10) Normal IQ with criminal something, roll 3d6.