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Page 1: GURPS Damage Worksheet

Character Name: Damage Type dmg mod Modifier Roll Location Armor Total Damage

0 4 - Eye (-9)0 4 3-4 Skull (-7) 2+

0 5 Face (-5)0 6-7 Right Leg (-2)0 8 Right Arm (-2)0 9-10 Torso (0)

0 11 Groin (-3)0 12 Left Arm (-2)0 13-14 Left Leg (-2)0 15 Hand (-4)0 16 Foot (-4)0 17-18 Neck (-5)

0 3 - Vitals (-3)

SHOCK is a penalty to DX, IQ, and skills based on those, -1 per point of damage you take up to -4 max, on your next turn.MAJOR WOUND is any single wound in excess of 1/2 your HP, or any wound that cripples a body part.KNOCKDOWN & STUNNING any major wound or shock to the (skull, face, or eyes). Make a HT roll to avoid knockdown and stunning.Modifiers: -5 for major wound to face or vitals or male groin. -10 for a major wound to to the skull or eye. +3 for High Pain Threshold, or -4 for Low Pain Threshold.Success: No penalty beyond normal shockFailure: You are stunned. You fall prone, you drop anything you were holding. Failure by 5+ means you fall unconcious.STUN: must DO NOTHING on your next turn. You may perform active defenses at -4 and cannot retreat. At end of turn roll vs. HT; a success means you can act normally on subsequent turns, failure means you remain Stunned.

Page 2: GURPS Damage Worksheet

Notes

Miss by 1 hits torso. Skull gets +2 DR. Knockdown rolls -10.

Miss by 1 hits torso. Ignore DR of open face helmet. Knockdown rolls -5.

Pi+, Pi++, and Imp only do x1. Max loss of over ½ HP cripples.

Miss by 1 hits torso. Males take double shock, -5 to knockdown rolls.Pi+, Pi++, and Imp only do x1. Max loss of over ½ HP cripples.Pi+, Pi++, and Imp only do x1. Max loss of over ½ HP cripples.Pi+, Pi++, and Imp only do x1. Max loss of over 1/3 HP cripples.Pi+, Pi++, and Imp only do x1. Max loss of over 1/3 HP cripples.Miss by 1 hits torso. Crush x1.5 dmg. Cutting x2.

Miss by 1 hits torso. Only imp, pi, and tight beam burning can target eye. Injury over HT/10 blinds, other wise treat as skull with no DR

Pi+, Pi++, and Imp only do x1. Max loss of over ½ HP cripples.

Miss by 1 hits torso. Imp or any Pi x3. Only imp, pi, tight beam burning can target vitals.

is a penalty to DX, IQ, and skills based on those, -1 per point of damage you take up to -4 max, on your next turn. of 1/2 your HP, or any wound that cripples a body part.

any major wound or shock to the (skull, face, or eyes). Make a HT roll to avoid knockdown and stunning. -5 for major wound to face or vitals or male groin. -10 for a major wound to to the skull or eye. +3 for High Pain Threshold, or -4 for Low Pain Threshold.

You are stunned. You fall prone, you drop anything you were holding. Failure by 5+ means you fall unconcious. must DO NOTHING on your next turn. You may perform active defenses at -4 and cannot retreat. At end of turn roll vs. HT; a success means you can act normally on

Page 3: GURPS Damage Worksheet

damage past armor

pi- small piercing minus 50%cut cutting plus 50%

pi+ large piercing plus 50%imp impaling plus 100%pi++ huge piercing plus 100%cr crushing

pi piercing

Page 4: GURPS Damage Worksheet

Character Name: Damage Type dmg mod Modifier Roll Location Armor Total Damage

0 4 - Eye (-9)0 4 3-4 Skull (-7) 2+

0 5 Face (-5)0 6-7 Right Leg (-2)0 8 Right Arm (-2)0 9-10 Torso (0)

0 11 Groin (-3)0 12 Left Arm (-2)0 13-14 Left Leg (-2)0 15 Hand (-4)0 16 Foot (-4)0 17-18 Neck (-5)

0 3 - Vitals (-3)

SHOCK is a penalty to DX, IQ, and skills based on those, -1 per point of damage you take up to -4 max, on your next turn.MAJOR WOUND is any single wound in excess of 1/2 your HP, or any wound that cripples a body part.KNOCKDOWN & STUNNING any major wound or shock to the (skull, face, or eyes). Make a HT roll to avoid knockdown and stunning.Modifiers: -5 for major wound to face or vitals or male groin. -10 for a major wound to to the skull or eye. +3 for High Pain Threshold, or -4 for Low Pain Threshold.Success: No penalty beyond normal shockFailure: You are stunned. You fall prone, you drop anything you were holding. Failure by 5+ means you fall unconcious.STUN: must DO NOTHING on your next turn. You may perform active defenses at -4 and cannot retreat. At end of turn roll vs. HT; a success means you can act normally on subsequent turns, failure means you remain Stunned.

Page 5: GURPS Damage Worksheet

Notes

Miss by 1 hits torso. Skull gets +2 DR. Knockdown rolls -10.

Miss by 1 hits torso. Ignore DR of open face helmet. Knockdown rolls -5.

Pi+, Pi++, and Imp only do x1. Max loss of over ½ HP cripples.

Miss by 1 hits torso. Males take double shock, -5 to knockdown rolls.Pi+, Pi++, and Imp only do x1. Max loss of over ½ HP cripples.Pi+, Pi++, and Imp only do x1. Max loss of over ½ HP cripples.Pi+, Pi++, and Imp only do x1. Max loss of over 1/3 HP cripples.Pi+, Pi++, and Imp only do x1. Max loss of over 1/3 HP cripples.Miss by 1 hits torso. Crush x1.5 dmg. Cutting x2.

Miss by 1 hits torso. Only imp, pi, and tight beam burning can target eye. Injury over HT/10 blinds, other wise treat as skull with no DR

Pi+, Pi++, and Imp only do x1. Max loss of over ½ HP cripples.

Miss by 1 hits torso. Imp or any Pi x3. Only imp, pi, tight beam burning can target vitals.

is a penalty to DX, IQ, and skills based on those, -1 per point of damage you take up to -4 max, on your next turn. of 1/2 your HP, or any wound that cripples a body part.

any major wound or shock to the (skull, face, or eyes). Make a HT roll to avoid knockdown and stunning. -5 for major wound to face or vitals or male groin. -10 for a major wound to to the skull or eye. +3 for High Pain Threshold, or -4 for Low Pain Threshold.

You are stunned. You fall prone, you drop anything you were holding. Failure by 5+ means you fall unconcious. must DO NOTHING on your next turn. You may perform active defenses at -4 and cannot retreat. At end of turn roll vs. HT; a success means you can act normally on

Page 6: GURPS Damage Worksheet

damage past armor

pi- small piercing minus 50%cut cutting plus 50%

pi+ large piercing plus 50%imp impaling plus 100%pi++ huge piercing plus 100%cr crushing

pi piercing

Page 7: GURPS Damage Worksheet

Character Name: Damage Type dmg mod Modifier Roll Location Armor Total Damage

0 4 - Eye (-9)0 4 3-4 Skull (-7) 2+

0 5 Face (-5)0 6-7 Right Leg (-2)0 8 Right Arm (-2)0 9-10 Torso (0)

0 11 Groin (-3)0 12 Left Arm (-2)0 13-14 Left Leg (-2)0 15 Hand (-4)0 16 Foot (-4)0 17-18 Neck (-5)

0 3 - Vitals (-3)

SHOCK is a penalty to DX, IQ, and skills based on those, -1 per point of damage you take up to -4 max, on your next turn.MAJOR WOUND is any single wound in excess of 1/2 your HP, or any wound that cripples a body part.KNOCKDOWN & STUNNING any major wound or shock to the (skull, face, or eyes). Make a HT roll to avoid knockdown and stunning.Modifiers: -5 for major wound to face or vitals or male groin. -10 for a major wound to to the skull or eye. +3 for High Pain Threshold, or -4 for Low Pain Threshold.Success: No penalty beyond normal shockFailure: You are stunned. You fall prone, you drop anything you were holding. Failure by 5+ means you fall unconcious.STUN: must DO NOTHING on your next turn. You may perform active defenses at -4 and cannot retreat. At end of turn roll vs. HT; a success means you can act normally on subsequent turns, failure means you remain Stunned.

Page 8: GURPS Damage Worksheet

Notes

Miss by 1 hits torso. Skull gets +2 DR. Knockdown rolls -10.

Miss by 1 hits torso. Ignore DR of open face helmet. Knockdown rolls -5.

Pi+, Pi++, and Imp only do x1. Max loss of over ½ HP cripples.

Miss by 1 hits torso. Males take double shock, -5 to knockdown rolls.Pi+, Pi++, and Imp only do x1. Max loss of over ½ HP cripples.Pi+, Pi++, and Imp only do x1. Max loss of over ½ HP cripples.Pi+, Pi++, and Imp only do x1. Max loss of over 1/3 HP cripples.Pi+, Pi++, and Imp only do x1. Max loss of over 1/3 HP cripples.Miss by 1 hits torso. Crush x1.5 dmg. Cutting x2.

Miss by 1 hits torso. Only imp, pi, and tight beam burning can target eye. Injury over HT/10 blinds, other wise treat as skull with no DR

Pi+, Pi++, and Imp only do x1. Max loss of over ½ HP cripples.

Miss by 1 hits torso. Imp or any Pi x3. Only imp, pi, tight beam burning can target vitals.

is a penalty to DX, IQ, and skills based on those, -1 per point of damage you take up to -4 max, on your next turn. of 1/2 your HP, or any wound that cripples a body part.

any major wound or shock to the (skull, face, or eyes). Make a HT roll to avoid knockdown and stunning. -5 for major wound to face or vitals or male groin. -10 for a major wound to to the skull or eye. +3 for High Pain Threshold, or -4 for Low Pain Threshold.

You are stunned. You fall prone, you drop anything you were holding. Failure by 5+ means you fall unconcious. must DO NOTHING on your next turn. You may perform active defenses at -4 and cannot retreat. At end of turn roll vs. HT; a success means you can act normally on

Page 9: GURPS Damage Worksheet

damage past armor

pi- small piercing minus 50%cut cutting plus 50%

pi+ large piercing plus 50%imp impaling plus 100%pi++ huge piercing plus 100%cr crushing

pi piercing

Page 10: GURPS Damage Worksheet

Character Name: Damage Type dmg mod Modifier Roll Location Armor Total Damage

0 4 - Eye (-9)0 4 3-4 Skull (-7) 2+

0 5 Face (-5)0 6-7 Right Leg (-2)0 8 Right Arm (-2)0 9-10 Torso (0)

0 11 Groin (-3)0 12 Left Arm (-2)0 13-14 Left Leg (-2)0 15 Hand (-4)0 16 Foot (-4)0 17-18 Neck (-5)

0 3 - Vitals (-3)

SHOCK is a penalty to DX, IQ, and skills based on those, -1 per point of damage you take up to -4 max, on your next turn.MAJOR WOUND is any single wound in excess of 1/2 your HP, or any wound that cripples a body part.KNOCKDOWN & STUNNING any major wound or shock to the (skull, face, or eyes). Make a HT roll to avoid knockdown and stunning.Modifiers: -5 for major wound to face or vitals or male groin. -10 for a major wound to to the skull or eye. +3 for High Pain Threshold, or -4 for Low Pain Threshold.Success: No penalty beyond normal shockFailure: You are stunned. You fall prone, you drop anything you were holding. Failure by 5+ means you fall unconcious.STUN: must DO NOTHING on your next turn. You may perform active defenses at -4 and cannot retreat. At end of turn roll vs. HT; a success means you can act normally on subsequent turns, failure means you remain Stunned.

Page 11: GURPS Damage Worksheet

Notes

Miss by 1 hits torso. Skull gets +2 DR. Knockdown rolls -10.

Miss by 1 hits torso. Ignore DR of open face helmet. Knockdown rolls -5.

Pi+, Pi++, and Imp only do x1. Max loss of over ½ HP cripples.

Miss by 1 hits torso. Males take double shock, -5 to knockdown rolls.Pi+, Pi++, and Imp only do x1. Max loss of over ½ HP cripples.Pi+, Pi++, and Imp only do x1. Max loss of over ½ HP cripples.Pi+, Pi++, and Imp only do x1. Max loss of over 1/3 HP cripples.Pi+, Pi++, and Imp only do x1. Max loss of over 1/3 HP cripples.Miss by 1 hits torso. Crush x1.5 dmg. Cutting x2.

Miss by 1 hits torso. Only imp, pi, and tight beam burning can target eye. Injury over HT/10 blinds, other wise treat as skull with no DR

Pi+, Pi++, and Imp only do x1. Max loss of over ½ HP cripples.

Miss by 1 hits torso. Imp or any Pi x3. Only imp, pi, tight beam burning can target vitals.

is a penalty to DX, IQ, and skills based on those, -1 per point of damage you take up to -4 max, on your next turn. of 1/2 your HP, or any wound that cripples a body part.

any major wound or shock to the (skull, face, or eyes). Make a HT roll to avoid knockdown and stunning. -5 for major wound to face or vitals or male groin. -10 for a major wound to to the skull or eye. +3 for High Pain Threshold, or -4 for Low Pain Threshold.

You are stunned. You fall prone, you drop anything you were holding. Failure by 5+ means you fall unconcious. must DO NOTHING on your next turn. You may perform active defenses at -4 and cannot retreat. At end of turn roll vs. HT; a success means you can act normally on

Page 12: GURPS Damage Worksheet

damage past armor

pi- small piercing minus 50%cut cutting plus 50%

pi+ large piercing plus 50%imp impaling plus 100%pi++ huge piercing plus 100%cr crushing

pi piercing

Page 13: GURPS Damage Worksheet

Character Name: Damage Type dmg mod Modifier Roll Location Armor Total Damage

0 4 - Eye (-9)0 4 3-4 Skull (-7) 2+

0 5 Face (-5)25 pi 1 6-7 Right Leg (-2) 12 13

0 8 Right Arm (-2)1 9-10 Torso (0) 12

22 pi 1 11 Groin (-3) 12 100 12 Left Arm (-2)

pi 1 13-14 Left Leg (-2) 120 15 Hand (-4)0 16 Foot (-4)0 17-18 Neck (-5)

0 3 - Vitals (-3)

SHOCK is a penalty to DX, IQ, and skills based on those, -1 per point of damage you take up to -4 max, on your next turn.MAJOR WOUND is any single wound in excess of 1/2 your HP, or any wound that cripples a body part.KNOCKDOWN & STUNNING any major wound or shock to the (skull, face, or eyes). Make a HT roll to avoid knockdown and stunning.Modifiers: -5 for major wound to face or vitals or male groin. -10 for a major wound to to the skull or eye. +3 for High Pain Threshold, or -4 for Low Pain Threshold.Success: No penalty beyond normal shockFailure: You are stunned. You fall prone, you drop anything you were holding. Failure by 5+ means you fall unconcious.STUN: must DO NOTHING on your next turn. You may perform active defenses at -4 and cannot retreat. At end of turn roll vs. HT; a success means you can act normally on subsequent turns, failure means you remain Stunned.

Page 14: GURPS Damage Worksheet

Notes

Miss by 1 hits torso. Skull gets +2 DR. Knockdown rolls -10.

Miss by 1 hits torso. Ignore DR of open face helmet. Knockdown rolls -5.

Pi+, Pi++, and Imp only do x1. Max loss of over ½ HP cripples.

Miss by 1 hits torso. Males take double shock, -5 to knockdown rolls.Pi+, Pi++, and Imp only do x1. Max loss of over ½ HP cripples.Pi+, Pi++, and Imp only do x1. Max loss of over ½ HP cripples.Pi+, Pi++, and Imp only do x1. Max loss of over 1/3 HP cripples.Pi+, Pi++, and Imp only do x1. Max loss of over 1/3 HP cripples.Miss by 1 hits torso. Crush x1.5 dmg. Cutting x2.

Miss by 1 hits torso. Only imp, pi, and tight beam burning can target eye. Injury over HT/10 blinds, other wise treat as skull with no DR

Pi+, Pi++, and Imp only do x1. Max loss of over ½ HP cripples.

Miss by 1 hits torso. Imp or any Pi x3. Only imp, pi, tight beam burning can target vitals.

is a penalty to DX, IQ, and skills based on those, -1 per point of damage you take up to -4 max, on your next turn. of 1/2 your HP, or any wound that cripples a body part.

any major wound or shock to the (skull, face, or eyes). Make a HT roll to avoid knockdown and stunning. -5 for major wound to face or vitals or male groin. -10 for a major wound to to the skull or eye. +3 for High Pain Threshold, or -4 for Low Pain Threshold.

You are stunned. You fall prone, you drop anything you were holding. Failure by 5+ means you fall unconcious. must DO NOTHING on your next turn. You may perform active defenses at -4 and cannot retreat. At end of turn roll vs. HT; a success means you can act normally on

Page 15: GURPS Damage Worksheet

damage past armor

pi- small piercing minus 50%cut cutting plus 50%

pi+ large piercing plus 50%imp impaling plus 100%pi++ huge piercing plus 100%cr crushing

pi piercing

Page 16: GURPS Damage Worksheet

Character Name: Damage Type dmg mod Modifier Roll Location Armor Total Damage

0 4 - Eye (-9)0 4 3-4 Skull (-7) 2+

0 5 Face (-5)0 6-7 Right Leg (-2)0 8 Right Arm (-2)0 9-10 Torso (0)

0 11 Groin (-3)0 12 Left Arm (-2)0 13-14 Left Leg (-2)0 15 Hand (-4)0 16 Foot (-4)0 17-18 Neck (-5)

0 3 - Vitals (-3)

SHOCK is a penalty to DX, IQ, and skills based on those, -1 per point of damage you take up to -4 max, on your next turn.MAJOR WOUND is any single wound in excess of 1/2 your HP, or any wound that cripples a body part.KNOCKDOWN & STUNNING any major wound or shock to the (skull, face, or eyes). Make a HT roll to avoid knockdown and stunning.Modifiers: -5 for major wound to face or vitals or male groin. -10 for a major wound to to the skull or eye. +3 for High Pain Threshold, or -4 for Low Pain Threshold.Success: No penalty beyond normal shockFailure: You are stunned. You fall prone, you drop anything you were holding. Failure by 5+ means you fall unconcious.STUN: must DO NOTHING on your next turn. You may perform active defenses at -4 and cannot retreat. At end of turn roll vs. HT; a success means you can act normally on subsequent turns, failure means you remain Stunned.

Page 17: GURPS Damage Worksheet

Notes

Miss by 1 hits torso. Skull gets +2 DR. Knockdown rolls -10.

Miss by 1 hits torso. Ignore DR of open face helmet. Knockdown rolls -5.

Pi+, Pi++, and Imp only do x1. Max loss of over ½ HP cripples.

Miss by 1 hits torso. Males take double shock, -5 to knockdown rolls.Pi+, Pi++, and Imp only do x1. Max loss of over ½ HP cripples.Pi+, Pi++, and Imp only do x1. Max loss of over ½ HP cripples.Pi+, Pi++, and Imp only do x1. Max loss of over 1/3 HP cripples.Pi+, Pi++, and Imp only do x1. Max loss of over 1/3 HP cripples.Miss by 1 hits torso. Crush x1.5 dmg. Cutting x2.

Miss by 1 hits torso. Only imp, pi, and tight beam burning can target eye. Injury over HT/10 blinds, other wise treat as skull with no DR

Pi+, Pi++, and Imp only do x1. Max loss of over ½ HP cripples.

Miss by 1 hits torso. Imp or any Pi x3. Only imp, pi, tight beam burning can target vitals.

is a penalty to DX, IQ, and skills based on those, -1 per point of damage you take up to -4 max, on your next turn. of 1/2 your HP, or any wound that cripples a body part.

any major wound or shock to the (skull, face, or eyes). Make a HT roll to avoid knockdown and stunning. -5 for major wound to face or vitals or male groin. -10 for a major wound to to the skull or eye. +3 for High Pain Threshold, or -4 for Low Pain Threshold.

You are stunned. You fall prone, you drop anything you were holding. Failure by 5+ means you fall unconcious. must DO NOTHING on your next turn. You may perform active defenses at -4 and cannot retreat. At end of turn roll vs. HT; a success means you can act normally on

Page 18: GURPS Damage Worksheet

damage past armor

pi- small piercing minus 50%cut cutting plus 50%

pi+ large piercing plus 50%imp impaling plus 100%pi++ huge piercing plus 100%cr crushing

pi piercing