Core House Rules
The table rules that differ from the GURPS Basic Set. These apply in every Shattered Earth era; nothing here is fantasy-only.
Damage: Know Your Own Strength
Damage uses the KYOS revised table (each +1 ST ≈ +10% real strength). Read thrust and swing directly:
| ST | Thrust | Swing | ST | Thrust | Swing |
|---|---|---|---|---|---|
| 8 | 1d-4 | 1d-2 | 13 | 1d+1 | 2d-1 |
| 9 | 1d-3 | 1d-1 | 14 | 1d+2 | 2d |
| 10 | 1d-2 | 1d | 15* | 2d-1 | 2d+1 |
| 11 | 1d-1 | 1d+1 | 16** | 2d | 2d+2 |
| 12 | 1d | 1d+2 | * UB 5 pts ** UB 10 pts | ||
Beyond 16 (monsters): continue the progression — 17 = 2d+1, 18 = 2d+2, 19 = 3d−1, 20 = 3d, and so on.
Grappling: Control Points & Grapple Power
Grappling uses Fantastic Dungeon Grappling: a successful grapple deals Control Points (CP) equal to your thrust (from ST + Lifting ST levels, +1 per die with Wrestling at BSM+1, etc.). CP stack; your Control Maximum (CM) = your Lifting ST. CP on you impose DX penalties against your own CM: 1/10 CM −2 · 1/2 CM −4 · 1× −6 · 1.5× −8 · 2× −12. Break free by attacking to remove your CP roll from yourself. Bigger creatures add their SM difference to grapple attack rolls; six-plus limbs add +2 CP per attack; multiple attackers dogpile.
Raw mass tells: a troll at Lifting ST 22 grapples a knight at LST 12 with GP +3 on every hit. Technique still matters — and so do spells that move Lifting ST.
Skills: Half-Stat Defaults
Skills default to ⌊Attribute ÷ 2⌋ (+1 Easy, +0 Average, −1 Hard). Points buy upward from there at standard GURPS costs against the governing attribute. Every skill is assigned to one of the ten attributes — never a generic IQ or DX.
Disadvantages: Worth 0 — and Worth Playing
Disadvantages give no points back at creation; take between none and a few, purely as character. In play, a disadvantage well and appropriately played earns bonus character points that session. The colorless build saves nothing and earns less.
Trait Rulings
Campaign rulings on specific advantages — bought QP, Fearlessness, Block Mastery, the spellcasting advantages — live in the Traits Ledger on the Advantages page. Powerstones and staves are covered with the rest of the mage's tools in A Player's Guide to Magic.