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GURPS Wiki
GURPS Wiki

Knockdown is the debilitating effect of severe damage and "shock"--in short, the stun effect. Whenever a character suffers a major wound or is struck in the head or vitals with enough injury to cause a shock penalty (for most characters, this is any damage), they must make an immediate HT roll to avoid knockdown and stunning.

Hits to the groin (for males) also count as a vital attack for knockdown, although this is more practical for "grounded" or martial-arts themed adventures, and less so for high fantasy adventures--you'd hate see wizards and barbarians losing a battle due to a kick in the nuts.[1]

Modifiers[]

Condition Modifier
Generic Major Wound +0
Skull or Vitals hit +0
Major Wound to the Face or Vitals* -5
Major Wound to the Skull or Eye -10

* or Groin, see above.

Condition Modifier
High Pain Threshold[2] +3
Default +0
Low Pain Threshold -4


On a success, you suffer no penalty beyond ordinary shock. On a failure, you are stunned. You fall prone and drop anything you were holding. On a failure of 5 or more, you fall unconscious!

Special Resistances[]

  • Those with No Brain don't suffer special modifiers for skull, face, and eye injuries.
  • Likewise, those with No Vitals don't get penalties for hits to the vitals (and groin).
  • Homogenous and Diffuse creatures have both these benefits already. It'll take a major wound to cause knockdown with these creatures!
  • The Hard to Subdue advantage helps
  • Most undead and magical constructs are immune to pain and knockdown[3]--assume they don't have to roll for these!

See Also[]

If you're looking to physically "knock things down" by knocking them over through a powerful push, see shoves, slams, and knockback!

References[]

  1. Your mileage may vary
  2. creatures with Supernatural Durability also count as having High Pain Threshold!
  3. See "Resistant to Pain", Powers: Divine Favor, p.10