“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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The current document download page has been viewed times. Why is it called that? It can fit any situation — fantasy or historical; past, present, or future. The rules are written to make true roleplaying possible — and to encourage it. It is one of the recognized standards for roleplaying, worldwide. Experienced Game Masters will, we hope, find this a valuable tool for introducing new players to the game.

To play, eedition will need these rules, three six-sided dice, pencils, and scratch paper. Like any hobby, gaming has its own unique language. A game in which players take on the personalities of imaginary individuals, or characters, ediition a fictional or historical setting, and try to gutps as those characters would.

The referee, who chooses the adventure, talks the players through it, judges the results, and gives out bonus points.

Any being — person, animal, robot, etc. Any furps played by the GM. A character created and played by one of the players. The numerical values that describe a character, piece of equipment, etc. A group of PCs taking part in the same adventure.

A background for play; a setting. It might require several sessions of play, or just one play session.

A continuing series of adventures. A campaign will usually have a continuing cast of player characters, and the same GM or team of GMs. It may move from one game world to another, with a logical reason. The species to which you belong. Nonhuman characters elves, dwarves, halflings, and Martians, for example are common in RPGs. It is intended for free distribution. You are encouraged to copy and share these 32 pages freely.

GURPS Lite (Lithuanian Fourth Edition)

You may not charge for it, except to cover the actual cost of copying. You may not remove any part of it. You absolutely may not incorporate this game, or parts of it, into ilte product ecition distribution in any way. You may distribute this PDF file freely under the above restrictions, and post copies of it online.

You may not sell it or include it fdition part of any product for sale without the written permission of Steve Jackson Games Incorporated. Please visit our web site at www. Sometimes you roll; sometimes the GM rolls for you. For instance, you might test, or roll against, your Strength to stop a heavy door from closing. This is called a success roll. The task in question succeeds if the total rolled on the dice is less than or equal to the number that governs the action — most often a skill or an attribute.


For example, if you are rolling against Strength, and your ST is 12, a roll of 12 or less succeeds. Thus, the higher the stat you are rolling against, the easier it is to make the roll. Pite of the score you are rolling against, a roll of 3 or 4 is always a success, while a roll of 17 or 18 is always a failure.

This includes chases, combat even if the target is stationary and at point-blank range! The GM should not require rolls for. Bonuses always improve your odds, while penalties always reduce them. For instance, when using the Lockpicking skill in the dark, the GM might tell you to roll at -5 for the attempt. If your Lockpicking skill is 9, you roll against 9 minus 5, or 4, in the dark. A specific scenario might provide modifiers to allow for the relative ease or difficulty of a particular situation.

Since the highest roll possible on 3d is 18, it would seem that success is assured. Not quite — see Critical Success and Failure, below. Modifiers are cumulative unless stated otherwise. Effective Skill Your base skill is your actual level in a skill, as recorded on your character sheet. Your effective skill for a particular task is your base skill plus or minus any modifiers for that task.

In the Lockpicking examples above, the base skill is 9 in all cases, while the effective skill is 4, 19, or You may not attempt a success roll if your effective skill is less than 3 unless you are attempting a defense roll p. 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. If you have effective skill 18 and roll a 12, you succeed; your margin of success is 6.

If you roll higher than your effective skill, you fail, and the difference between the die roll and your effective skill is your margin of failure. If you have effective skill 9 and roll a 12, you fail; your margin of failure is 3.

Many rules use margin of success or failure to calculate results that matter in play, so be sure to note it when you roll. Critical Success and Failure A critical success is an especially good result.

When you roll a critical success, the GM determines what happens. It is always something good! A critical failure is an especially bad result.

When you roll a critical failure, the GM determines what happens. It is always something bad — the higher the roll, the worse the result.


Warehouse 23 – GURPS Lite (Lithuanian Fourth Edition)

Other times you can try over and over again until you succeed pick a lock, catch a fish, analyze a poison. Finally, there are times when you are injured by failure but can afford to fail a few times climb a wall, impress a savage tribesman.

The GM must use common sense to distinguish among these cases, according to the exact situation in which the adventurers find themselves. There are two different ways to make this comparison. Each competitor attempts his success roll. If one succeeds and the other fails, the winner is obvious.

If both 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. Each character attempts his success roll. Eventually, one character succeeds when the other fails. At this point, the one who made his roll is the winner. The length of game time each attempt takes depends on litf activity, and is up to the GM.

In a combat situation, each attempt takes one second. The higher the roll, the better the reaction. The GM should keep this roll secret from the players. A reaction roll is not a success roll. There are editino important differences: A high roll is good, not bad. Reaction modifiers apply directly to the die roll. Some common reaction modifiers: Personal appearance and behavior. This is especially true for the PC who does the talking! Above-average appearance gives a bonus, as do some advantages see p.

Below-average appearance and many disadvantages give a penalty. Racial or national biases. These are usually penalties, and take the form of an Intolerance disadvantage on the part of the NPC. Appropriate behavior by the players! A wholly inappropriate approach that antagonizes the NPCs should give the party -1 or -2 on the reaction roll. Random reaction rolls are great when they add a note of unpredictability to the game — this is more fun for the GM, too! However, never substitute random die rolls for reason and logic.

The NPC hates the characters and will act in their worst interest. Nothing is out of the question: The NPC cares nothing for the characters and will act against them as aboveif he can profit by doing so. The Eidtion is unimpressed. He may make threats, demand a huge bribe before offering aid, or something similar. The NPC ignores the characters as much as possible.

He is totally uninterested. Transactions will go smoothly and routinely, as long as protocol is observed. The NPC likes the characters and will be helpful within normal, everyday limits.