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Cost: [±10] for ±1 (see components)

Health (HT) attribute is a measure of energy and vitality representing stamina, resistance (to poison, disease, radiation, etc.), and basic “grit.”

Components[]

These actual make sense if one considers HP underpriced. Based on these [±12 to ±14] for ±1 is more "fair"

  • Fatigue Points: ±1 FP for [±3]; this is normally equal to the unmodified HT score
  • Basic Speed: ±0.25 for [±5]
  • HT-based skills: +1 for [1-2]
  • HT rolls: +1 to HT rolls [3-4]

High HT[]

Since a Success Roll of 17 and 18 is always a failure and the existence of Fit/Very Fit, Hard to Kill, and various Immunities there is little reason to have a HT above 16.

Restoring Lost HT[]

B485 Breakdowns mentions that HT lost to Maintenance failure is recovered using Repair rules, each point being a Major Repair

This also applies when HT is lost instead of FP for Machines and Extra Effort aka Extra Effort costs HT

GURPS Ultra-Lite[]

GURPS Ultra-Lite uses "levels" to denote attributes. For HT they are:

  • Sickly: 8
  • Normal: 10
  • Hardy: 14
  • Very Hardy: 18

Classic[]

In Classic HT related secondary attribute was Hit Points

Some historically healthful individuals...

GURPS Who's Who 1:

  • 14: Alexander the Great (p24); Harald Hardradi (p44); Elizabeth I (p70)

GURPS Who's Who 2:

  • 14: Granuaile (Grace O’Malley) (p48); Captain James Cook (p72); Johann Wolfgang von Goethe (p74)

Split HT in 3e (Roleplayer)

References[]

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