In GURPS, when your characters are involved in combat, a critical success is a really good result from your skill roll. In general terms, a roll of 10 under your skill is a critical success, although a 6 is the highest number you can score a critical on. That is, a roll of 7 against a skill of 17 is still not a critical. A roll of 3 or 4 is always a critical, no matter what your skill level. All doublings or triplings of damage refer to basic damage (not injury). In all cases, the target gets no active defense against the attack.

Roll Effect
3 The blow does triple damage.
4 The target’s DR protects at half value (round down) after applying any armor divisors.
5 The blow does double damage.
6 The blow does maximum normal damage.
7 If any damage penetrates DR, treat it as if it were a major wound, regardless of the actual injury inflicted.
8 If any damage penetrates DR, it inflicts double normal shock (to a maximum penalty of –8). If the injury is to a limb or extremity, that body part is crippled as well. This is only a “funny-bone” injury: crippling wears off in (16 – HT) seconds, minimum two seconds, unless the injury was enough to cripple the body part anyway.
9, 10, 11 Normal damage only.
12 Normal damage, and the victim drops anything he is holding, regardless of whether any damage penetrates DR.
13, 14 If any damage penetrates DR, treat it as if it were a major wound, regardless of the actual injury inflicted.
15 The blow does maximum normal damage.
16 The blow does double damage.
17 The target’s DR protects at half value (round down) after applying any armor divisors.
18 The blow does triple damage.
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GURPS For Dummies Cheat Sheet

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