Attributes are the basic characteristics of a GURPS character.
Basic Attributes[]
Each of these Basic Attributes have Components some of which are modified via Secondary Characteristics. Based on its components Health may be under priced.
- Strength [ST] (±10 points = ±1 ST)
- Dexterity [DX] (±20 points = ±1 DX)
- Intelligence [IQ] (±20 points = ±1 IQ)
- Health [HT] (±10 points = ±1 HT)
Secondary Characteristics[]
Defined on the next few pages, along with information on Size Modifiers, Wealth, Tech Levels, and other basic statistics.
- Hit Points [HP]: normally equivalent to ST (±2 points per ±1 HP)
- Will: normally equivalent to IQ (±5 points per ±1 Will)
- Perception (Per): normally equivalent to IQ (±5 points per ±1 Perception)
- Fatigue Points [FP]: normally equivalent to HT (±3 points per ±1 FP).
- Basic Speed: normally (HT+DX)/4 (±5 points per ±0.25 Speed)
- Basic Move: normally Basic Speed less all fractions (±5 points per ±1 yard/second)
Special Limitations[]
Strength[]
- No Fine Manipulators (-40%)
- Size Modifier (-10% x Size Modifier; max -80%)
Dexterity[]
- No Fine Manipulators (-40%)
Meaning of Attributes[]
While classic had Meanings of attribute levels there we enough changes in the rules that they were kind of useless. The below table assumes a human. For nonhumans, read each point above or below the human norm of 10 as a 10% deviation from the racial norm instead.
Attribute Score | General Meaning | details |
---|---|---|
6 or less | Crippling | An attribute this bad severely constrains a lifestyle. |
7 | Poor | Your limitations are immediately obvious to anyone who meets you. This is the lowest score you can have and still pass for “ablebodied.” |
8 or 9 | Below average | Such scores are limiting, but within the human norm. Attributes below 8 cannot be adventurers. |
10 | Average | Most humans get by just fine with a score of 10. |
11 or 12 | Above average | These scores are superior, but within the human norm |
13 or 14 | Exceptional | Such an attribute is immediately apparent – as bulging muscles, feline grace, witty dialog, or glowing health – to those who meet the person |
15 or 16 | Amazing | An attribute this high draws constant comment and probably guides the person's career choices |
17 or 18. | Legendary | historical “bests” and remarkable fictional heroes |
19 or 20 | Mythic | astounding even among great heroes in fiction and folklore. Physically possible for real people, but no one's ever really gotten there |
21+ | Superhuman | off-limits to humans, barely suitable for great heroes, okay for deities |
GURPS Ultra-Lite Levels[]
The GURPS Ultra-Lite uses "Levels" for attributes with each level having a meaning related to that attribute.
Value | ST | DX | IQ | HT |
---|---|---|---|---|
8 | Weak | Clumsy | Dull | Sickly |
10 | Normal | Normal | Normal | Normal |
12 | NA | Agile | Smart | NA |
14 | Strong | Very Agile | Very Smart | Hardy |
16 | NA | Extreme | Genius | NA |
18 | Very Strong | NA | NA | Very Hardy |
FAQ: What do attribute levels of zero mean?
Attributes outside the Below-Above average range[]
Classic: Who's Who 1 and Classic: Who's Who 2 stat several people outside the Below-Above average range in their Attributes. Due to changes between Classic and 4e regarding ST, HT, HP, and FP only DX and IQ are listed below.
Exceptional Attribute (13-14)[]
- DX 13: King David; William Marshal; Mozart; Lola Montez; Sir Richard Burton; Nikola Tesla
- IQ 13: Akhenaten; Cyrus the Great; Ch'in Shih Huang Ti; Justinian I; Theodora; Sei Shonagon
- DX 14: Shaka Zulu, Roger de Flor; John Wesley Hardin
Amazing Attribute (15-16)[]
- DX 15: Harry Houdini
- IQ 15: Benjamin Franklin; Nikola Tesla; Albert Einstein; Maimonides; Johann Wolfgang von Goethe
- IQ 16: Cardinal Richilieu; Archimedes; St. Augustine of Hippo; John von Neumann
Legendary Attribute (17-18)[]
- IQ 17: Aristotle
- IQ 18: Leonardo Da Vinci; Sir Isaac Newton
Additional Information[]
References[]
- Basic Set: Characters pg 14
- GURPS Lite pg 4
- Template Toolkit 1: Characters p 9